Java中的Breakout Game在调用remove()方法后不传递布尔值



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checkXCollisioncheckYCollision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。

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