我一直在做一个突破游戏,除了砖块碰撞之外,几乎所有事情都完成了。球在墙壁、球拍和砖块上弹跳。但是,当球弹起砖块时,砖块不会消失。我真的被困在这一点上。任何想法都非常感谢。我对砖块、球类和主类有什么:
砖类:
import java.awt.*;
import java.applet.*;
public class Brick2{
private int x;
private int y;
public Brick2(int X, int Y){
x =X;
y=Y;
}
public void update(Ball ba){
collision(ba);
}
public void collision(Ball ba){
int bX = ba.getX();
int bY = ba.getY();
int bHeight = ba.getImageHeight();
int bWidth = ba.getImageWidth();
for(int x=0; x <= 600; x+=55){
for (int y=0; y<= 100; y+=25){
if (bX-bWidth<=x && bX+bWidth>=x && bY-bHeight<=y && bY+bHeight>=y){
ba.setXVel(6);
}
}
}
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public void paint(Graphics g){
for(int x=0; x <= 800; x+=55){
for (int y=0; y<= 100; y+=25){
g.setColor(Color.RED);
g.fillRect(x,y,50,20);
}
}
}
}
球类:
import java.awt.*;
import java.applet.*;
public class Ball {
private int x=355 ;
private int y=200;
private int speed = 6;
private int xVel = -speed;
private int yVel = speed;
private boolean gameOver = false;
private Image ball;
public Ball (Breakout bR){
ball = bR.getImage(bR.getDocumentBase(),"ball.png");
}
public void update(Breakout bR, Paddle p){
x += xVel;
y += yVel;
if (x < 0){
xVel = speed;
}
else if (x > bR.getWidth()){
xVel = -speed;
}
if(y > bR.getHeight()){
gameOver = true;
}
else if (y < 0){
yVel = speed;
}
collision(p);
}
public void collision(Paddle p){
int pX = p.getX();
int pY = p.getY();
int pHeight = p.getImageHeight();
int pWidth = p.getImageWidth();
if (pX<=x && pX+pWidth>=x && pY-pHeight<=y && pY+pHeight>=y){
yVel = -speed;
}
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getImageWidth(){
return ball.getWidth(null);
}
public int getImageHeight(){
return ball.getHeight(null);
}
public void setXVel(int xv){
yVel = xv;
}
public void paint (Graphics g, Breakout bR){
g.drawImage(ball,x,y,bR);
if (gameOver){
g.setColor(Color.WHITE);
g.drawString("Game Over", 100,300);
}
}
}
主类:
import java.applet.*;
import java.awt.*;
public class Breakout extends Applet implements Runnable{
Thread thread = new Thread(this);
boolean running = true;
//Brick b;
Brick2 b2;
Paddle p;
Ball ba;
Image dbImage;
Graphics dbg;
public void init(){
setSize(800,600);
//b = new Brick(this);
b2 = new Brick2(0,0);
p = new Paddle(this);
ba = new Ball(this);
}
public void start(){
thread.start();
}
public void destroy(){
running = false;
}
public void stop(){
running = false;
}
public void run(){
while(running){
//b.update(this,ba);
b2.update(ba);
p.update(this);
ba.update(this,p);
repaint();
try{
thread.sleep(20);
}
catch (InterruptedException e){
System.out.println("AN ERROR HAS OCCURED");
}
}
}
public void update(Graphics g, Brick2 b){
dbImage = createImage(getWidth(),getHeight());
dbg = dbImage.getGraphics();
paint(dbg);
g.drawImage(dbImage,0,0,this);
}
public void paint(Graphics g){
g.fillRect(0,0,800,600);
//b.paint(g,this);
b2.paint(g);
p.paint(g,this);
ba.paint(g,this);
}
}
感谢您的帮助。
Brick Class
中添加boolean isDestroyed = false
。一旦Ball
接触Brick
(在collision()
方法中),设置isDestroyed = true
并停止绘制/与该Brick
:)交互不要忘记制作该brick = null
以便稍后释放内存:)
最好的方法是将布尔值 isDestroy 创建为私有变量,并使用 isDestroy 方法获取其值:
public class Brick2 {
private boolean isDestroyed = false;
public boolean isDestroyed() {
return isDestroyed;
}
public void setIsDestroyed(boolean newValue) {
isDestroyed = newValue;
}
}
然后,在主类中,在调用 b2.paint() 之前,检查 b2.isDestroy 是否返回 true:
public class Breakout...{
public void paint(...) {
if(b2 != null && !b2.isDestroyed())
b2.paint(g);
else
b2 = null;
}
但是,如果我是你,我会创建一个Bricks
ArrayList
并通过 ArrayList 添加/删除它们。这样会更容易管理:)如果你需要其他任何东西。
处理砖块数组的方式与处理任何其他对象集合的方式相同。您可以使用List<brick> = new ArrayList<brick>();
砖应该有四个坐标,形状非常适合这个目的,int brickLife = 1
一旦球打破它,它就会变为零。您可能希望增加该值以添加坚固的砖块。