我正在学习《java的艺术与科学:计算机科学导论》一书中的java。其中一个练习程序是创建一个简单的突破游戏的克隆。
我目前可以加载游戏,但球的物理性能有问题。我用的是最简单的物理学,不明白为什么它不起作用。
当球碰到墙上时,它会正常反弹,但当它碰到球拍或砖块时,它不会。我在碰撞检测中使用了相同的代码来改变我对墙使用的方向。碰撞被检测到,我添加了一个println,并观察控制台处理碰撞事件,但方向没有改变。
package chapter10;
/*
* This program creates a clone of the classic Breakout Game,
* where a player bounces a ball with a paddle to "break" bricks
* along the top of the screen.
*
* Controls: Left: left button, Right: right button
*/
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.RepaintManager;
import javax.swing.Timer;
import acm.program.*;
import acm.graphics.*;
public class BreakoutClone extends GraphicsProgram {
/* components */
private GRect paddle;
private GRect brick;
private GOval ball;
/* static variables */
private static final double PADDLE_HEIGHT = 5;
private static final double BALL_SPEED = 2;
private static final double PADDLE_SPEED = 2;
private static final double ROWS_BRICKS = 6;
private static final double COLUMNS_BRICKS = 10;
private static final double TOP_GAP = 50;
/* variables */
private int numTurns = 3;
private double paddleWidth = 50;
private int dx = 2;
private int dy = 2;
public void init() {
setSize(700, 600);
paddle = new GRect(0, getHeight() - 30, paddleWidth, PADDLE_HEIGHT);
paddle.setFilled(true);
add(paddle);
addBricks();
ball = new GOval(getWidth() / 2, 175, 5, 5);
ball.setFilled(true);
add(ball);
}
public void run() {
animateBall();
// TODO animate paddle
}
public void addBricks() {
double gap = 20;
double brickWidth = getWidth() / COLUMNS_BRICKS;
for (int r = 0; r < ROWS_BRICKS; r++) {
for (int b = 0; b < COLUMNS_BRICKS; b++) {
brick = new GRect(b * brickWidth, gap * r + TOP_GAP,
brickWidth, 10);
brick.setFilled(true);
add(brick);
}
}
}
public void endGame() {
// TODO write end game method
}
public void animateBall() {
while (numTurns > 0) {
ball.move(dx, dy);
pause(15);
/* Look for Object Collision */
GObject topRightObject = getElementAt(ball.getX() + 5, ball.getY());
GObject topLeftObject = getElementAt(ball.getX(), ball.getY());
GObject botRightObject = getElementAt(ball.getX() + 5,
ball.getY() + 5);
GObject botLeftObject = getElementAt(ball.getX(), ball.getY() + 5);
/* Bounce off walls */
if ((ball.getX() >= getWidth() - 5) || ball.getX() <= 0) {
dx = -dx;
}
if (ball.getY() <= 0) {
dy = -dy;
}
if ((ball.getY() >= getHeight() - 5)) {
dy = -dy;
// numTurns--;
// if (numTurns == 0) {
// endGame();
// } else {
// run();
// }
}
/* Bounce off objects, remove bricks */
if (topRightObject != null) {
dy = -dy;
hasCollided(topRightObject);
}
if (topLeftObject != null) {
dy = -dy;
hasCollided(topLeftObject);
}
if (botRightObject != null) {
dy = -dy;
hasCollided(botRightObject);
}
if (botLeftObject != null) {
dy = -dy;
hasCollided(botLeftObject);
}
}
}
private void hasCollided(GObject obj) {
if (obj.equals(paddle)) {
System.out.println("detecting paddle");
} else {
System.out.println("detecting brick");
remove(obj);
}
}
}
在球击中球拍时反转方向的部分周围添加一个if(dy<0)
(假设负dy表示球正朝球拍方向前进)。这消除了您的方向被更改的可能性,但每次碰撞都会更改一次以上