使用图像阵列的角色动画



我在游戏中设置角色移动动画时遇到问题。我使用的是一个由16个元素组成的图像阵列。

第一个循环进行得很好,但之后角色就不会设置动画。它移动但不会改变只显示该循环的第一个元素的图像。如果我改变方向,一个循环会再次向下,并以同样的方式停止。

有什么想法吗?

这是我的代码:

public void paintHero(Graphics g) {
    // paint character
    offG.drawImage(heroCurrent, hero.getHeroX(), hero.getHeroY(), this);
    // show first image of the cycle where the character stands
    if (hero.getMoveX() == 0 && hero.getMoveY() == 0)
        heroFrame = 0;
    else {
        heroFrame++;
        if (heroFrame == 16)
            heroFrame = 0;
        // I'm dividing heroFrame by 4 to slow down the animation
        if (hero.isMovingUp() == true)
            heroCurrent = heroSprites[4 + heroFrame / 4];
        if (hero.isMovingDown() == true)
            heroCurrent = heroSprites[0 + heroFrame / 4];
        if (hero.isMovingLeft() == true)
            heroCurrent = heroSprites[8 + heroFrame / 4];
        if (hero.isMovingRight() == true)
            heroCurrent = heroSprites[12 + heroFrame / 4];
    }
}

在没有改变方向的情况下,您不会更新精灵。应该是:

public void paintHero(Graphics g) {
    // paint character
    offG.drawImage(heroCurrent, hero.getHeroX(), hero.getHeroY(), this);
    //always update frame
    heroFrame++;
    if (heroFrame == 16)
        heroFrame = 0;
    // show first image of the cycle where the character stands
    if (hero.getMoveX() == 0 && hero.getMoveY() == 0)
        heroCurrent = heroSprites[heroFrame];//update even if character isnt moving
    else {
        // I'm dividing heroFrame by 4 to slow down the animation
        if (hero.isMovingUp())
            heroCurrent = heroSprites[4 + heroFrame / 4];
        else if (hero.isMovingDown())
            heroCurrent = heroSprites[0 + heroFrame / 4];
        else if (hero.isMovingLeft())
            heroCurrent = heroSprites[8 + heroFrame / 4];
        else if (hero.isMovingRight())
            heroCurrent = heroSprites[12 + heroFrame / 4];
        else//stand still
            heroCurrent = heroSprites[heroFrame];
    }
}

我成功了,但老实说,我真的不知道为什么它现在能工作。我在每个if语句后都添加了draw,并保留了第一个语句。如果有人能解释一下,我们将不胜感激。

public void paintHero(Graphics g) {
    offG.drawImage(heroCurrent, hero.getHeroX(), hero.getHeroY(), this);
    if (hero.getMoveX() == 0 && hero.getMoveY() == 0)
        heroFrame = 0;
    else {
        heroFrame++;
        if (heroFrame == 16)
            heroFrame = 0;
    }
    if (hero.isMovingUp()) {
        heroCurrent = heroSprites[4 + heroFrame / 4];
        offG.drawImage(heroCurrent, hero.getHeroX(), hero.getHeroY(), this);
    }
    if (hero.isMovingDown()) {
        heroCurrent = heroSprites[0 + heroFrame / 4];
        offG.drawImage(heroCurrent, hero.getHeroX(), hero.getHeroY(), this);
    }
    if (hero.isMovingLeft()) {
        heroCurrent = heroSprites[8 + heroFrame / 4];
        offG.drawImage(heroCurrent, hero.getHeroX(), hero.getHeroY(), this);
    }
    if (hero.isMovingRight()) {
        heroCurrent = heroSprites[12 + heroFrame / 4];
        offG.drawImage(heroCurrent, hero.getHeroX(), hero.getHeroY(), this);
    }
}

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