【发布时间】:2016-05-25 11:16:24
【问题描述】:
我已经开始用 Java 制作一个小游戏,并且加入了碰撞和重力的形式,玩家的速度不会像现实生活中那样随着下落而增加。我想改进这种形式的重力以使其更逼真,我还为地板设置了一个碰撞块,当玩家离开地板时,它会保持在那个高度并且不会掉落。
下面是我的 Player 类:
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Player {
private int x, y, width, height, lx, ly, dx, dy;
private final int FallSpeed = 2;
private final long JumpingTime = 8;
public boolean jumping = false, falling = true;
public Player(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
lx = x;
ly = y;
dx = x;
dy = y;
new Thread(new gravityThread()).start(); // Make user fall in case they are in the air
}
public void setX(int x) {
this.x = x;
lx = x;
dx = x;
}
public void setY(int y) {
this.y = y;
ly = y;
dy = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public Rectangle getBounds() {
return new Rectangle(x, y, width, height);
}
public void update() {
}
public void move(int ax, int ay) {
dx += ax;
dy += ay;
checkCollisions();
}
public void checkCollisions() {
if (collided()) {
falling = false;
dx = lx;
dy = ly;
}
x = dx;
y = dy;
lx = x;
ly = y;
}
public boolean collided() {
Rectangle desired = new Rectangle(dx, dy, width, height);
for (Rectangle r : CollisionManager.collisions) if (r.intersects(desired)) return true;
return false;
}
public void jump() {
falling = false;
jumping = true;
new Thread(new gravityThread()).start();
}
public void render(Graphics2D g2d) {
g2d.setColor(Color.black);
g2d.fill(getBounds());
}
private class gravityThread implements Runnable {
int i = 0;
@Override
public void run() {
while(jumping) {
try {
i++;
Thread.sleep(JumpingTime);
move(0, -FallSpeed);
if (i == 40) {
jumping = false;
falling = true;
}
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
while(falling) {
try {
Thread.sleep(JumpingTime);
move(0, FallSpeed);
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
}
}
}
在另一个处理将所有内容绘制到窗口的类中,我用这个 sn-p 控制玩家移动:
public void onUpdate() {
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_A))
player.move(-WalkSpeed, 0);
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_D))
player.move(WalkSpeed, 0);
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_SPACE)) {
if (!player.jumping && !player.falling)
player.jump();
}
if (player.getY() >= screenHeight - player.getHeight()) {
player.setY(screenHeight - player.getHeight());
player.falling = false;
}
if (player.getY() <= 0)
player.setY(0);
if (player.getX() >= screenWidth - player.getWidth())
player.setX(screenWidth - player.getWidth());
if (player.getX() <= 0)
player.setX(0);
}
【问题讨论】:
-
为什么要在特殊线程中处理重力?没有理由,我想。您可以在
onUpdate方法中计算重力。 -
我在它自己的线程中进行了处理,以便用户可以在空中移动,他们仍然可以在
onUpdate方法中移动吗? -
要添加物理,您需要了解物理。如果您不了解它们,您如何期望能够应用现实物理学?了解物理学中的速度、加速度等,您将能够添加逼真的坠落。
-
@Tobias 我明白它在现实生活中是如何运作的,玩家会根据失败所花费的时间而更快地下降,但这并不意味着我知道如何很好地实现它。
-
我会投票关闭它作为 stackoverflow.com/questions/35478428/… 的副本,但我犹豫在这里使用 dupehammer。
标签: java game-physics