游戏中的更新循环错误来自null/地图生成器生成null



感谢您抽出时间阅读我的问题。我目前正在开发的一款小型文本冒险游戏遇到了麻烦。现在我得到这个错误信息,当我更新我的地图:

    Exception in thread "main" java.lang.NullPointerException
at main.GameManager.update(GameManager.java:92)
at main.GameManager.run(GameManager.java:78)
at main.Main.main(Main.java:8)

关于为什么会发生这种情况,我有一个理论,因为我花了几个小时试图自己弄清楚。我的理论是,地图生成器正在创建一个带有空值的正方形,这会导致更新方法遇到错误。我注意到的另一件事是,每次错误消息都是随机对象。有时,实体返回错误消息,而其他时候,武器返回错误消息。更新方法的代码如下:

注意:我在错误消息返回错误

的代码行上放了两个星号
    //method executed every loop until end
private void update(Object[][] gameMap, GUIController guiController){
    player.update(gameMap, guiController);
    //updates every object on the map besides player
    for(int row = 0; row<mapManager.getWIDTH(); row++){
        for(int col = 0; col<mapManager.getHEIGHT(); col++){
            //if the square has something inside of it
            if(!(gameMap[row][col] instanceof EmptySquare)){
                **gameMap[row][col].update(gameMap, guiController);
            }
        }
    }
    //check
    guiController.displayMessage("updated");
}

地图生成代码如下:

    for(int row = 0; row < WIDTH; row++){
        for(int col = 0; col < HEIGHT; col++){
            Random r = new Random();
            //NOTE: +1 included to get number 1-6 instead of 0-6 or 0-5
            int rand = r.nextInt(6) + 1;
            int rand2 = r.nextInt(2) + 1;
            System.out.println(rand);
            System.out.println(rand2);
            if(rand <= 2){
                //an empty tile
                gameMap[row][col] = new EmptySquare("Empty Square", 0);
                gameMap[row][col].setLocation(row, col);
            }else if(rand == 3 || rand == 4){
                //monster tile
                //decides what monster to put in the tile base on level
                if(row <= 2 && col <= 2){
                    switch(rand2){
                        case 1: gameMap[row][col] = new Entity("Snake", 1, row, col, 5, Weapon.weaponList[0]);
                        break;
                        case 2: gameMap[row][col] = new Entity("Flesh Eating Caterpillar", 1, row, col, 7, Weapon.weaponList[0]);
                        break;
                    }
                }else if((row > 2 && col > 2) && (row <= 5 && col <=5)){
                    switch(rand2){
                        case 1: gameMap[row][col] = new Entity("Spider", 2, row, col, 12, Weapon.weaponList[1]);
                        break;
                        case 2: gameMap[row][col] = new Entity("Zombie", 2, row, col, 20, Weapon.weaponList[1]);
                        break;
                    }
                }else if((row > 5 && col > 5) && (row <= 8 && col <= 8)){
                    switch(rand2){
                        case 1: gameMap[row][col] = new Entity("Giant", 3, row, col, 30, Weapon.weaponList[2]);
                        break;
                        case 2: gameMap[row][col] = new Entity("Fire Drake", 3, row, col, 40, Weapon.weaponList[3]);
                        break;
                    }
                }
            }else if(rand >= 5){
                //weapon tile
                //decides which monster to put int he tile based on level
                if(row <= 2 && col <= 2){
                    switch(rand2){
                        case 1: gameMap[row][col] = new Weapon("Wood Sword", 1, row, col, Material.WOOD);
                        break;
                        case 2: gameMap[row][col] = new Weapon("Bronze Sword", 1, row, col, Material.BRONZE);
                        break;
                    }
                }else if((row > 2 && col > 2) && (row <= 5 && col <=5)){
                    switch(rand2){
                        case 1: gameMap[row][col] = new Weapon("Steel Sword", 2, row, col,  Material.STEEL);
                        break;
                        case 2: gameMap[row][col] = new Weapon("Refined Steel Sword", 2, row, col, Material.REFINEDSTEEL);
                        break;
                    }
                }else if((row > 5 && col > 5) && (row <= 8 && col <= 8)){
                    switch(rand2){
                        case 1: gameMap[row][col] = new Weapon("Gold Sword", 3, row, col, Material.GOLD);
                        break;
                        case 2: gameMap[row][col] = new Weapon("Emerald Sword", 3, row, col, Material.EMERALD);
                        break;
                    }
                }
            } 
        }
    }

任何帮助都是感激的,因为我已经在这个工作了几个小时没有获胜。如果你需要更多的代码,有任何关于代码的问题,或者任何关于这件事的问题,请问。我的首要目标是找出这个错误,了解错误所在,并了解如何防止这种情况再次发生。

谢谢

我假设gameMap最初都是null值。你正在尝试根据2个随机值为游戏地图中的每个位置分配不同类型的方块。

但是,row, col, rand, rand2的某些组合没有赋值。

例如,如果row == 0, col == 5, rand == 3, rand2 == 1,则

(rand == 3 || rand == 4) is true
(row <= 2 && col <= 2) is false
(row > 2 && col > 2) && (row <=5 && col <= 5) is false
(row > 5 && col > 5) && (row <=8 && col <= 8) is false

因为这个组合没有条件赋值一个类型的正方形,所以gameMap[0][5]将为null。

作为一个例子,在你的内循环末尾添加以下内容:

if (gameMap[row][col] == null) {
  // Debug statement showing which row, col pairs weren't assigned
  System.out.println("(" + row + ", " + col + ") was not assigned!");
  gameMap[row][col] = new EmptySquare("Empty Square", 0);
  gameMap[row][col].setLocation(row, col);
}

ArrayIndexOutOfBoundsException意味着你正在尝试访问一个坐标(rowcol),它不存在于正方形-不是正方形本身是空的。我建议在发生异常的行之前打印出rowcol的值。您应该看到一些可疑的东西(例如,程序试图访问4x4正方形中的(3,4),范围从(0,0)到(3,3))。如果您仍然看不出问题所在,请发布generateMap方法并指出第45行

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