【问题标题】:How do you make the player fall down and hit the ground?如何让玩家跌倒并撞到地面?
【发布时间】:2021-10-28 02:52:12
【问题描述】:

如何使播放器(图形)跌落并撞到窗口的边框?我没有物理脚本,但我对代码的解释是:


//class ProgramGUI
import java.awt.*;

public void actionPerformed(ActionEvent ae) {
      posX += vlx;
      posY += vly;
}

public void paint(Graphics g) {
      Graphics2D player = (Graphics2d) g;
      player.fillRect(posX, posY, sizeX, sizeY)
}

public void fallDown() {
       posY = posY--; //is this correct? [^-^]
}

【问题讨论】:

  • 感谢 (Abra) 帮助我了解如何让图形仅在 JFrame 内移动而不在 JFrame 范围之外移动? 这与这个问题无关,并且已被删除。请参阅:What should I do when someone answers my question这是正确的吗? - 试试看会发生什么。
  • 考虑一下。你有一个向上的三角洲(能量)和一个向下的三角洲(重力)。随着时间的推移,向上的增量会减少(由于重力),直到您到达跳跃的顶部,此时,向上的增量将变为负数(并继续减少,直到您撞到地面或到达终端速度)。现在,我不是物理学家,所以我要开始的是一个初始的向上增量,我会有某种“阻力”增量,每次更新都会从中减去。我还会进行范围检查,因此向上的增量永远不会低于“终端”量
  • 对于exampleexample

标签: java game-development


【解决方案1】:

有点过于简化的例子。当您按下 Space 时,对象将开始下落。少量的“重力”会持续添加到垂直增量中,直到您到达视图底部或达到最终速度。

import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.Rectangle2D;
import javax.swing.AbstractAction;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;

public class Test {
    public static void main(String[] args) {
        new Test();
    }

    public Test() {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                JFrame frame = new JFrame();
                frame.add(new TestPane());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            }
        });
    }

    public class TestPane extends JPanel {

        private double yDelta = 0;
        private double gravityDelta = 0.01;
        private double terminalVelocity = 4.0;

        private boolean isFalling = false;

        private Timer timer;

        private Rectangle2D player;

        public TestPane() {
            player = new Rectangle2D.Double(90, 0, 20, 20);

            getInputMap(WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, false), "start");
            getActionMap().put("start", new AbstractAction() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    if (isFalling) {
                        return; 
                    }
                    yDelta = 0;
                    isFalling = true;
                    player = new Rectangle2D.Double(90, 0, 20, 20);
                }
            });
        }

        protected void doNextUpdate() {
            if (isFalling) {
                yDelta += gravityDelta;
                if (yDelta > terminalVelocity) {
                    yDelta = terminalVelocity;
                }

                player.setRect(player.getX(), player.getY() + yDelta, player.getWidth(), player.getHeight());
                if (player.getY() + player.getHeight() > getHeight()) {
                    yDelta = 0;
                    isFalling = false;
                    player.setRect(player.getX(), getHeight() - player.getHeight(), player.getWidth(), player.getHeight());
                }
            }

            repaint();
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(200, 400);
        }

        @Override
        public void addNotify() {
            super.addNotify();
            if (timer != null) {
                timer.stop();
            }
            timer = new Timer(5, new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    doNextUpdate();
                }
            });
            timer.start();
        }

        @Override
        public void removeNotify() {
            super.removeNotify();
            if (timer != null) {
                timer.stop();
            }
            timer = null;
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2d = (Graphics2D) g.create();
            g2d.setColor(Color.RED);
            g2d.fill(player);
            g2d.dispose();
        }

    }
}

要记住的一些事情。一个正的垂直增量会让你下移,一个负的垂直增量会让你上移

【讨论】:

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