我一直在网上关注CS106A课程并做作业。我已经被困了好几天了,因为我不能理解它的行为。
基本上,我已经建立了环境,砖块,球,球拍,边缘,我可以让球在环境中反弹。我甚至可以让球弹到砖块上,我甚至可以把砖块移开。但是我不能让球在弹开砖块的同时把砖块移开。
如果你看我的代码,你会看到我有一个方法来逆转球的方向。该方法从我的方法中获取一个布尔值,该方法检查球是否与环境中的任何对象碰撞。如果我不包括'remove()'方法,球将像预期的那样从砖块上弹开。如果我包含了这个方法,那么球将会移走砖块,但不会被它们弹开。这表明我正在读取代码并返回布尔值,但值不会改变球移动的方向。
/*
* File: Breakout.java
* -------------------
* Name:
* Section Leader:
*
* This file will eventually implement the game of Breakout.
*/
import java.awt.Color;
import java.awt.event.MouseEvent;
import acm.graphics.GArc;
import acm.graphics.GLine;
import acm.graphics.GObject;
import acm.graphics.GOval;
import acm.graphics.GRect;
import acm.program.GraphicsProgram;
import acm.util.RandomGenerator;
public class Breakout extends GraphicsProgram {
/** Width and height of application window in pixels */
public static final int APPLICATION_WIDTH = 400;
public static final int APPLICATION_HEIGHT = 600;
/** Dimensions of game board (usually the same) */
private static final int WIDTH = APPLICATION_WIDTH;
private static final int HEIGHT = APPLICATION_HEIGHT;
/** Dimensions of the paddle */
private static final int PADDLE_WIDTH = 60;
private static final int PADDLE_HEIGHT = 10;
/** Offset of the paddle up from the bottom */
private static final int PADDLE_Y_OFFSET = 30;
/** Number of bricks per row */
private static final int NBRICKS_PER_ROW = 10;
/** Number of rows of bricks */
private static final int NBRICK_ROWS = 10;
/** Separation between bricks */
private static final int BRICK_SEP = 4;
/** Width of a brick */
private static final int BRICK_WIDTH =
(WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP) / NBRICKS_PER_ROW;
/** Height of a brick */
private static final int BRICK_HEIGHT = 8;
/** Radius of the ball in pixels */
private static final int BALL_RADIUS = 10;
/** Offset of the top brick row from the top */
private static final int BRICK_Y_OFFSET = 70;
/** Number of turns */
/** private static final int NTURNS = 3;*/
/* Method: run() */
/** Runs the Breakout program. */
public void run() {
init();
createBall();
createSides();
createBlocks();
createPaddle();
addMouseListeners();
waitForClick();
while (BALL.getY() <= HEIGHT){
play();
}
}
public void init(){
setSize(500,700);
}
private void createBlocks(){
int BRICKS = 0;
int ROWS = 0;
while (ROWS != NBRICK_ROWS) {
while (BRICKS != NBRICKS_PER_ROW){
GRect BRICK = new GRect (BRICK_WIDTH, BRICK_HEIGHT);
BRICK.setLocation((BRICKS*(BRICK_SEP + BRICK_WIDTH)+BRICK_SEP), BRICK_Y_OFFSET + (ROWS*(BRICK_HEIGHT + BRICK_SEP)));
BRICK.setFilled(true);
if (ROWS == 0 || ROWS == 1){
BRICK.setColor(Color.RED);
BRICK.setFilled(true);}
else if (ROWS == 2 || ROWS == 3) {
BRICK.setColor(Color.ORANGE);
}
else if (ROWS == 4 || ROWS == 5){
BRICK.setColor(Color.YELLOW);
}
else if (ROWS == 6 || ROWS == 7){
BRICK.setColor(Color.GREEN);
}
else if (ROWS == 8 || ROWS == 9){
BRICK.setColor(Color.CYAN);
}
add(BRICK);
BRICKS++;
}
ROWS++;
BRICKS = 0;
}
}
private void createSides(){
add(rightSide);
add(leftSide);
add(topSide);
add(bottomSide);
}
private void createPaddle(){
PADDLE.setFilled(true);
add(PADDLE, WIDTH/2 - (PADDLE_WIDTH/2), HEIGHT - PADDLE_Y_OFFSET);
}
private void createBall(){
BALL.setFilled(true);
BALL.setLocation(WIDTH/2 - 18, HEIGHT/2);
add(BALL);
}
private void play(){
/* Add Title Text or Lives or Score */
ballMovement();
}
private void ballMovement(){
BRICK_COUNT = (NBRICKS_PER_ROW*NBRICK_ROWS);
while (BRICK_COUNT != 0){
BALL.move(ballXVelocity(), ballYVelocity());
pause(5);
checkXCollision();
checkYCollision();
}
}
public int ballXVelocity(){
boolean x = checkXCollision();
if (x == true){
BALL_X_VELOCITY = -INITIAL_X_VELOCITY;
INITIAL_X_VELOCITY = BALL_X_VELOCITY;
}
else {BALL_X_VELOCITY = INITIAL_X_VELOCITY;}
return BALL_X_VELOCITY;
}
public int ballYVelocity(){
boolean y = checkYCollision();
if (y == true){
BALL_Y_VELOCITY = -INITIAL_Y_VELOCITY;
INITIAL_Y_VELOCITY = BALL_Y_VELOCITY;
}
else {BALL_Y_VELOCITY = INITIAL_Y_VELOCITY;}
return BALL_Y_VELOCITY;
}
private boolean checkXCollision(){
double ballX = BALL.getX();
double ballY = BALL.getY();
GObject colObjLeft = getElementAt(ballX, ballY - BALL_RADIUS);
GObject colObjRight = getElementAt(ballX + BALL_RADIUS*2, ballY- BALL_RADIUS);
if (ballX <= 0 || ballX + (BALL_RADIUS*2) >= APPLICATION_WIDTH){
return true;
}
else if (colObjLeft != null){
return true;
}
else if (colObjRight != null){
return true;
}
else {return false;}
}
private boolean checkYCollision(){
double ballX = BALL.getX();
double ballY = BALL.getY();
GObject colObjTop = getElementAt(ballX+ BALL_RADIUS, ballY - 1);
GObject colObjBot = getElementAt(ballX + BALL_RADIUS, ballY + (BALL_RADIUS*2) + 1);
if(colObjBot == PADDLE){
return true;
}
else if (ballY <= 0){
return true;
}
else if (colObjTop != null && colObjTop != BALL){
remove(colObjTop);
return true;
}
else if (colObjBot != null && colObjBot != PADDLE && colObjBot != BALL){
remove(colObjBot);
return true;
}
else {return false;}
}
public void mouseMoved(MouseEvent e){
if (e != null){
int x = e.getX();
PADDLE.setLocation(x - (PADDLE_WIDTH/2), HEIGHT - PADDLE_Y_OFFSET);
}
}
/*public void paddleLocation(dx,dy);*/
/*int x = */
public GRect PADDLE = new GRect(PADDLE_WIDTH, PADDLE_HEIGHT);
private GArc BALL = new GArc(BALL_RADIUS*2, BALL_RADIUS*2, 0,360);
/*private GOval BALL = new GOval(BALL_RADIUS*2, BALL_RADIUS*2);*/
private int BRICK_COUNT;
private int BALL_Y_VELOCITY;
private int BALL_X_VELOCITY;
private int INITIAL_Y_VELOCITY = 1;
private RandomGenerator rgen = RandomGenerator.getInstance();
private int INITIAL_X_VELOCITY = rgen.nextInt(2);
private GLine rightSide = new GLine (WIDTH, 0, WIDTH, HEIGHT );
private GLine leftSide = new GLine (0, 0, 0, HEIGHT);
private GLine topSide = new GLine (0, 0, WIDTH, 0);
private GLine bottomSide = new GLine (0, HEIGHT, WIDTH, HEIGHT);
}
看起来您对checkXCollision
和checkYCollision
的额外调用是问题所在。
作为ballMovement
的一部分直接调用它们,每个方法也在Velocity
方法中调用。
要获取Ball.move
的参数,调用Velocity
方法,检查碰撞并移除砖块。但是,在移动球之后,你要检查碰撞并再次移除。因此,当ballMovement
下次运行时,砖块已经被移除,并且Velocity
方法中的碰撞检测不起作用。
由于您没有对ballMovement
中的碰撞返回值进行任何操作,因此您可能不需要它们
欢迎来到SO,很好的第一个问题。
while (BRICK_COUNT != 0){
BALL.move(ballXVelocity(), ballYVelocity());
pause(5);
checkXCollision();
checkYCollision();
}
我认为错误是在主循环中调用check*Collision()
和在ball*Velocity()
方法中调用。
如果在ball*Velocity()
方法中发现了碰撞,那么砖块将被移除,过程将被逆转,并且看起来很好。
但是如果在直接调用check*Collision()
时发现了冲突,那么你就无法逆转方向。
但我担心修复将不仅仅是删除这两行。(但不妨一试。当球在角落里碰撞时,X和Y会发生什么?我认为你在两个不同的函数中检查球的速度,可能在两个不同的函数中改变方向,而不是在"它们之间"传递知识,当球击中角落时,你的碰撞代码是不正确的。(checkXCollision()
,通过ballXVelocity()
调用,可能会移除checkYCollision()
,通过ballYVelocity()
调用,需要一个砖,以确定是否需要改变方向。)
你可能需要重新编写函数来同时计算X和Y碰撞,这样你就可以根据需要移除一个或两个砖块。