【发布时间】:2022-01-21 11:42:12
【问题描述】:
我有一个非常简单的程序,您可以在其中使用您的 W、A、 S、D 和 space 键进行射击。所有的射击和移动动画都有效,但我不确定如何实现一个系统,在该系统中程序会不断检查子弹是否接触到一个节点,例如一个圆圈。
我在想我可以有一个ArrayList 来存储所有的子弹,然后使用TimerTask 来检查子弹是否接触到一个节点;但我觉得这会减慢程序的速度,而且子弹可能会在TimerTask 等待再次运行时通过它们。
任何建议都会有所帮助。
代码:Pastebin
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.layout.Pane;
import javafx.scene.shape.Circle;
import javafx.animation.*;
import javafx.util.Duration;
public class functionalShooter extends Application {
private String currentDirection = "W";
public static void main(String[] args){ launch(args); }
@Override public void start(Stage stage) throws Exception{
Pane root = new Pane();
Scene scene = new Scene(root, 600, 400);
stage.setScene(scene);
stage.setResizable(false);
stage.show();
Circle player = new Circle(10);
player.setLayoutX(300);
player.setLayoutY(200);
Circle other = new Circle(100, 100, 10);
root.getChildren().addAll(player, other);
//key events
scene.setOnKeyPressed(event -> {
switch(event.getCode()){
case A:
player.setLayoutX(player.getLayoutX()-10);
currentDirection = "A";
break;
case D:
player.setLayoutX(player.getLayoutX()+10);
currentDirection = "D";
break;
case W:
player.setLayoutY(player.getLayoutY()-10);
currentDirection = "W";
break;
case S:
player.setLayoutY(player.getLayoutY()+10);
currentDirection = "S";
break;
case SPACE:
if (currentDirection.equals("D")){
Circle newCircle = new Circle(player.getLayoutX()+10, player.getLayoutY(), 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else if (currentDirection.equals("A")){
Circle newCircle = new Circle(player.getLayoutX()-10, player.getLayoutY(), 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else if (currentDirection.equals("S")){
Circle newCircle = new Circle(player.getLayoutX(), player.getLayoutY()+10, 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else {
Circle newCircle = new Circle(player.getLayoutX(), player.getLayoutY()-10, 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
break;
}
});
}
private void shoot(Circle bullet){
Timeline timeline = new Timeline();
if (currentDirection.equals("D")){
KeyValue start = new KeyValue(bullet.translateXProperty(), 0);
KeyValue end = new KeyValue(bullet.translateXProperty(), 800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else if (currentDirection.equals("A")){
KeyValue start = new KeyValue(bullet.translateXProperty(), 0);
KeyValue end = new KeyValue(bullet.translateXProperty(), -800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else if (currentDirection.equals("S")){
KeyValue start = new KeyValue(bullet.translateYProperty(), 0);
KeyValue end = new KeyValue(bullet.translateYProperty(), 800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else{
KeyValue start = new KeyValue(bullet.translateYProperty(), 0);
KeyValue end = new KeyValue(bullet.translateYProperty(), -800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
timeline.setAutoReverse(false);
timeline.setCycleCount(1);
timeline.play();
}
}
【问题讨论】: