砖碰撞爪哇



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。球在墙上弹跳并划桨很好,但是当涉及到砖块时,它会直接穿过它们。我很确定问题出在主类的 checkBrick() 部分,但不知道该怎么办。

主类:

import java.awt.*;
import java.awt.event.KeyEvent;
import java.applet.*;
import java.util.Random;
import javax.swing.JOptionPane;
public class Breakout extends Applet implements Runnable {
    Ball ball = new Ball();
    Paddle paddle = new Paddle(135, 375);
    Brick[] brick = new Brick[50];
    private int bX[] = new int[50];
    private int bY[] = new int[50];
    private int bW[] = new int[50];
    private int bH[] = new int[50];
    Thread t;
    Random trajectory = new Random();
    boolean lose;
    Image buffer = null;
    // The life cycle of the Applet
    // Sets up window
    public void init() {
        setSize(377, 500);
        buffer = createImage(377, 500);
        // setBackground(Color.black);
        System.out.println("init()");
    }
    public void start() {
        if (t == null) {
            t = new Thread(this);
            t.start();
        }
        System.out.println("start()");
    }
    public void run() {
        System.out.println("run()");
        Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
        while (!lose) {
            ball.move();
            paddle.move();
            checkWall();
            checkPaddle();
            checkBrick();
            ball.move();
            repaint();
            try {
                Thread.sleep(30);
            } catch (InterruptedException ex) {
            }
            Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
        }
        JOptionPane.showMessageDialog(null, "Game Over");
        System.out.println("Termintated");
        System.exit(0);
    }
    public void stop() {
        System.out.println("stop()");
    }
    public void destroy() {
        System.out.println("destroy()");
    }
    public void paint(Graphics g) {
        Graphics screen = null;
        screen = g;
        g = buffer.getGraphics();
        g.setColor(Color.black);
        g.fillRect(0, 0, 377, 500);
        createBricks(g);
        createPaddle(g);
        createBall(g);
        screen.drawImage(buffer, 0, 0, this);
    }
    public void update(Graphics g) {
        paint(g);
    }
    private void createBricks(Graphics g) {
        int brickIndex = 0;
        int brickX = 15, brickY = 160;
        int brickW = 30, brickH = 10;
        for (int i = 0; i <= 4; i++) {
            brickX = 15;
            brickY -= 20;
            for (int n = 0; n < 10; n++) {
                brick[brickIndex] = new Brick();
                brick[brickIndex].setBounds(brickX, brickY, brickW, brickH);
                bX[brickIndex] = brick[brickIndex].x();
                bY[brickIndex] = brick[brickIndex].y();
                bW[brickIndex] = brick[brickIndex].w();
                bH[brickIndex] = brick[brickIndex].h();
                brick[brickIndex].setColor(i);
                brick[brickIndex].paint(g);
                brickIndex++;
                brickX += 35;
            }
        }
    }
    private void createPaddle(Graphics g) {
        paddle.paint(g);
    }
    private void createBall(Graphics g) {
        ball.paint(g);
    }
    private void checkWall() {
        // If ball hits right wall it will bounce
        if ((ball.getX() + ball.getR()) >= 380) {
            ball.setVX(trajectory.nextInt(2) + -3);
        }
        // If ball hits left wall it will bounce
        if ((ball.getX() - ball.getR()) < -10) {
            ball.setVX(trajectory.nextInt(4) + 1);
        }
        // If ball hits ceiling it will bounce
        if ((ball.getY() + ball.getR()) < 12)
            ball.setVY(trajectory.nextInt(5) + 1);
        // If ball goes through floor it will subtract a life
        if ((ball.getY() + ball.getR()) > 515)
            lose = true;
    }
    private void checkBrick() {
        for (int i = 0; i < 50; i++) {
            int tempX, tempY, tempW, tempH;
            tempX = bX[i];
            tempY = bY[i];
            tempW = bW[i];
            tempH = bH[i];
            if ((ball.getX() + ball.getR()) < (tempX + tempW)
                    && (ball.getX() + ball.getR()) >= tempX) {
                if ((ball.getY() + ball.getR()) > (tempY + tempH)
                        && (ball.getY() + ball.getR()) <= tempY) {
                    System.out.println("Brick " + i + " has been hit.");
                }
            }
        }
    }
    private void checkPaddle() {
        // Check for paddle
        if ((ball.getX() + ball.getR()) < (paddle.getX() + 100)
                && (ball.getX() + ball.getR()) >= paddle.getX() + 5) {
            if ((ball.getY() + ball.getR()) > (paddle.getY() - 5)
                    && (ball.getY() + ball.getR()) <= (paddle.getY() + 5)) {
                ball.setVX((trajectory.nextInt(7) + -2) + 1);
                ball.setVY(trajectory.nextInt(1) + -3);
            }
        }
    }
    // Key Detectors
    public boolean keyDown(Event e, int key) {
        if (key == Event.RIGHT) {
            paddle.setVX(0);
            if ((paddle.getX() + 100) < 377)
                paddle.setVX(10);
        }
        if (key == Event.LEFT) {
            paddle.setVX(0);
            if (paddle.getX() > 0)
                paddle.setVX(-10);
        }
        return true;
    }
    // To make sure it doesn't just keep moving one way
    public boolean keyUp(Event e, int key) {
        paddle.setVX(0);
        return true;
    }
}

球类:

import java.awt.Color;
import java.awt.Graphics;
import java.util.Random;
public class Ball 
{
    private int x, y; //Position
    private int vx, vy; //Velocity
    private int r; //radius
    //constructor
    public Ball()
    {
        x = 177;
        y = 315;
        vx = 0;
        vy = 5;
        r = 15;
    }
    public void paint(Graphics g)
    {
        g.setColor(Color.white);
        g.fillOval(x, y, r, r);
    }
    //returns the x of origin 
    public int getX()
    {
        return x;
    }
    //returns the y of origin
    public int getY()
    {
        return y;
    }
    public int getVX()
    {
        return vx;
    }
    //returns the y of origin
    public int getVY()
    {
        return vy;
    }
    //returns the radius r of the ball
    public int getR()
    {
        return r;
    }
    //sets the velocity of x to a different value
    public void setVX(int vx)
    {
        this.vx = vx;
    }
    //sets the velocity of y to a different value
    public void setVY(int vy)
    {
        this.vy = vy;
    }
    //sets the x value
    public void setX(int x)
    {
        this.x = x;
    }
    //sets the y value
    public void setY(int y)
    {
        this.y = y;
    }
    //starts making the ball move by changing its coords
    public void move()
    {
        x+= vx;
        y+= vy;
    }
}

桨类:

import java.awt.Color;
import java.awt.Graphics;
public class Paddle {
    // declares variables for x and y coordinates
    int x, y;
    //The velocity of to move paddle
    int vx;
    // constructor that takes in x and y coordinates for paddle
    public Paddle(int x, int y) 
    {
        this.x = x;
        this.y = y;
    }
    public void paint(Graphics g) 
    {
        // paints paddle
        g.setColor(Color.WHITE);
        g.fillRect(x, y, 100, 15);
        g.setColor(Color.GREEN);
        g.drawRect(x, y, 100, 15);
    }
    // gets x coordinate of paddle
    public int getX() {
        return x;
    }
    // sets x coordinate of paddle
    public void setX(int x) {
        this.x = x;
    }
    // gets y coordinate of paddle
    public int getY() {
        return y;
    }
    // sets y coordinate of paddle
    public void setY(int y) {
        this.y = y;
    }
    public void setVX(int vx)
    {
        this.vx = vx;
    }
    //Moves the paddle
    public void move()
    {
        x+=vx;
    }
}

砖类:

import java.awt.Color;
import java.awt.Graphics;

public class Brick 
{
    private Color color =(Color.cyan);
    private int x, y, w, h;
    public Brick()
    {
        //Garbage values that are there just for declaration
        x = 0;
        y = 0;
        w = 10;
        h = 10;
    }
    //Sets color for the brick
    public void setColor(int paintC)
    {
        switch(paintC)
        {
            case 0:
                color = (Color.magenta);
                break;
            case 1:
                color = (Color.blue);
                break;
            case 2:
                color = (Color.yellow);
                break;
            case 3:
                color = (Color.orange);
                break;
            default:
                color = (Color.red);
                break;
        }
    }
    //Sets the location then size of the brick
    public void setBounds(int x, int y, int w, int h)
    {
        this.x = x;
        this.y = y;
        this.w = w;
        this.h = h;
    }
    //returns x value
    public int x()
    {
        return this.x;
    }
    //returns y value
    public int y()
    {
        return this.y;
    }
    //returns width value
    public int w()
    {
        return this.w;
    }
    //returns height value
    public int h()
    {
        return this.h;
    }

    //Sets x for the brick
    public void setX(int x)
    {
        this.x = x;
    }
    //Sets y for the brick
    public void setY(int y)
    {
        this.y = y;
    }
    public void setW(int w)
    {
        this.w = w;
    }
    public void setH(int h)
    {
        this.h = h;
    }
    public void paint(Graphics g)
    {
        g.setColor(color);
        g.fillRect(x, y, w, h);
        g.setColor(Color.green);
        g.drawRect(x, y, w, h);
    }
}

我已经开始浏览您的代码,坦率地说,我懒得弄清楚您的逻辑,但我相信您试图推断的是砖是否"包含"球,而不是球是否与砖相交。

你不在乎有多少球或砖块相交,只要它们相交......例如。。。

private void checkBrick() {
    int tx = ball.getX();
    int ty = ball.getY();
    int tw = ball.getR();
    int th = ball.getR();
    tw += tx;
    th += ty;
    for (int i = 0; i < 50; i++) {
        int tempX, tempY, tempW, tempH;
        tempX = bX[i];
        tempY = bY[i];
        tempW = bW[i];
        tempH = bH[i];
        int rw = tempW + tempX;
        int rh = tempH + tempY;
        //     overflow || intersect
        if ((rw < tempX || rw > tx) &&
            (rh < tempY || rh > ty) &&
               (tw < tx || tw > tempX) &&
               (th < ty || th > tempY)) {
            System.out.println("Hit");
        }
    }
}

现在,我从Rectangle#intersects那里偷来

基本上,如果您使用 2D 图形 API 中的几何类,则可以将其简化为...

private void checkBrick() {
    Rectangle b = new Rectangle(ball.getX(), ball.getY(), ball.getR(), ball.getR());
    for (int i = 0; i < 50; i++) {
        int tempX, tempY, tempW, tempH;
        tempX = bX[i];
        tempY = bY[i];
        tempW = bW[i];
        tempH = bH[i];
        Rectangle brick = new Rectangle(tempX, tempY, tempW, tempH);
        System.out.println("brick = " + brick);
        if (b.intersects(brick)) {
            System.out.println("Break");
        }
    }
}

而且,是的,我确实运行了您的代码

问题是方法checkBrick()没有改变任何东西,它只是打印球是否与砖块发生碰撞。

您可能希望更改Ball速度,就像您在 checkWall()checkPaddle() 中所做的那样。

private void checkBrick() {
    for (int i = 0; i < 50; i++) {
        ...
        if (...) {
            ball.setVX(...); // Add these lines setting the correct values
            ball.setVY(...);
        }
    }
}

您可能还需要检查您的if-conditions是否正确,并执行您的预期操作。

假设tempH是正数,

((ball.getY() + ball.getR()) > (tempY + tempH)
                    && (ball.getY() + ball.getR()) <= tempY)

永远不可能是真的。 >需要<<=需要>=

此外,如果砖块被击中,您需要采取某种行动,而不仅仅是打印出事实。 对不起,我不确定会发生什么 - 砖块会消失吗? 还是球弹跳? 还是两者兼而有之?

第二个答案(除了我认为也是一个问题的其他答案),你的逻辑是问球是否包含在砖块中,但是当你创建球时,它的半径大于砖的高度,所以即使纠正这个逻辑也不能解决问题。

你应该重构你的代码,让它像自然语言一样读出来,这将对调试有很大帮助(或者首先编写更少的错误!),即

在砖类中:

public int bottom()
{
    return y;
}
public int top()
{
    return y + h;
}

在球类中:

public int bottom()
{
    return y - r;
}
public int top() {
    return y + r;
}

然后在主类中:

private boolean withinY(brick) {
    return (ball.bottom => brick.bottom() && ball.top =< brick.top());
}

然后逻辑读起来更好(伪):

foreach brick in wall {
    if (ball.withinY(brick) and ball.withinX(brick))
        BAM!!
}

你正在检查球是否在砖块的左侧和右侧之间,但随后检查球是否在砖块的上方和下方,因为你的大于和小于混淆了。此外,球的中心需要从其 Y 位置减去。

if ((ball.getY() + ball.getR()) **>** (tempY + tempH) && 
    (ball.getY() **+** ball.getR()) **<=** tempY)

可能是

if ((ball.getY() + ball.getR()) < (tempY + tempH) && 
    (ball.getY() - ball.getR()) >= tempY)
但我建议找出球的顶部是否在砖的顶部和底部之间

,或者球的底部是否在砖的顶部和底部之间:

if (((ball.getY() + ball.getR()) < (tempY + tempH) && (ball.getY() - ball.getR()) >= tempY)) || 
    ((ball.getY() - ball.getR()) < (tempY + tempH) && (ball.getY() - ball.getR()) >= tempY))) {
    CODE
}

并使用类似的逻辑在砖的左右两侧之间进行查找

相关内容

  • 没有找到相关文章

最新更新