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);
}
}