Java帮助:使图像在屏幕上移动
我已经有相当长一段时间的麻烦了 我试着做一个太空射手,但没用,我试着让子弹像太空入侵者一样在屏幕上移动 当玩家按下空格键时,一个项目符号会出现在玩家的X位置,并在屏幕上向右移动Java帮助:使图像在屏幕上移动,java,image,Java,Image,我已经有相当长一段时间的麻烦了 我试着做一个太空射手,但没用,我试着让子弹像太空入侵者一样在屏幕上移动 当玩家按下空格键时,一个项目符号会出现在玩家的X位置,并在屏幕上向右移动 import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.M
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
public class game extends JFrame{
boolean run = true;
boolean fired = false;
Image player;
Image bullet;
int playerX = 100;
int playerY = 200;
int bulletX;
int bulletY;
public game(){
//Load Images:
ImageIcon playerI = new ImageIcon("C:/Users/Dan/workspace/shooterProject/bin/shooterProject/ship.png");
player = playerI.getImage();
ImageIcon bulletI = new ImageIcon("C:/Users/Dan/workspace/shooterProject/bin/shooterProject/bullet.png");
bullet = bulletI.getImage();
//Set up game
addKeyListener(new AL());
addMouseListener(new Mouse());
init();
}
private Image dbImage;
private Graphics dbg;
public static void main(String[] args) {
new game();
}
//When the program runs, thins are initialised here
public void init(){
windowManager();
}
public void paintComponent(Graphics g){
if(run == true){
g.drawImage(player, playerX, playerY, this);
}
if(fired == true){
g.drawImage(bullet, bulletX, bulletY, this);
}
repaint();
}
public void paint(Graphics g){
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage,0,0,this);
}
public void bullet(){
bulletX = playerX;
bulletY = playerY;
while(fired == true){
bulletX = bulletX + 10;
if(bulletX == 800){
bullet = null;
fired = false;
}
}
}
public void windowManager(){
JFrame f = new JFrame();
setTitle("Engine");
setVisible(true);
setResizable(false);
setSize(800,400);
setBackground(Color.BLACK);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
public class AL extends KeyAdapter{
public void keyPressed(KeyEvent e){
int keyCode = e.getKeyCode();
if((keyCode == KeyEvent.VK_UP) && (run == true) && (playerY - 20 > 0)){
playerY = playerY - 10;
}else if((keyCode == KeyEvent.VK_DOWN) && (run == true) && (playerY + 20 < 400)){
playerY = playerY + 10;
}
if((keyCode == KeyEvent.VK_SPACE) && (fired == false)){
fired = true;
if(fired == true){
bullet();
}
}
}
public void keyReleased(KeyEvent e){
}
}
public class Mouse extends MouseAdapter {
public void mousePressed(MouseEvent e) {
double x = e.getX();
double y = e.getY();
}
}
}
导入java.awt.Color;
导入java.awt.Graphics;
导入java.awt.Image;
导入java.awt.event.KeyAdapter;
导入java.awt.event.KeyEvent;
导入java.awt.event.MouseAdapter;
导入java.awt.event.MouseEvent;
导入javax.swing.ImageIcon;
导入javax.swing.JFrame;
公共类游戏扩展JFrame{
布尔运行=真;
布尔值=假;
图像播放器;
图像子弹;
int playerX=100;
int playerY=200;
国际公报;
内布拉蒂;
公共游戏(){
//加载图像:
ImageIcon playerI=新的ImageIcon(“C:/Users/Dan/workspace/shooterProject/bin/shooterProject/ship.png”);
player=playerI.getImage();
ImageIcon Bulletin=新的ImageIcon(“C:/Users/Dan/workspace/shooterProject/bin/shooterProject/bullet.png”);
bullet=bulletI.getImage();
//设置游戏
addKeyListener(新AL());
addMouseListener(新鼠标());
init();
}
私有镜像dbImage;
专用图形数据库;
公共静态void main(字符串[]args){
新游戏();
}
//当程序运行时,thin在这里初始化
公共void init(){
windowManager();
}
公共组件(图形g){
if(run==true){
g、 drawImage(player、playerX、playerY、this);
}
如果(激发==真){
g、 drawImage(bullet、bulletX、bulletY、this);
}
重新油漆();
}
公共空间涂料(图g){
dbImage=createImage(getWidth(),getHeight());
dbg=dbImage.getGraphics();
油漆组件(dbg);
g、 drawImage(dbImage,0,0,this);
}
公共无效项目符号(){
bulletX=播放器X;
子弹=游戏;
while(fired==true){
bulletX=bulletX+10;
如果(bulletX==800){
bullet=null;
解雇=假;
}
}
}
公共窗口管理器(){
JFrame f=新的JFrame();
设置标题(“引擎”);
setVisible(真);
可设置大小(假);
设置大小(800400);
挫折背景(颜色:黑色);
setDefaultCloseOperation(关闭时退出);
}
公共类AL扩展了KeyAdapter{
按下公共无效键(按键事件e){
int keyCode=e.getKeyCode();
if((keyCode==KeyEvent.VK_UP)&&(run==true)&&(playerY-20>0)){
playerY=playerY-10;
}else if((keyCode==KeyEvent.VK_DOWN)和&(run==true)和&(playerY+20<400)){
playerY=playerY+10;
}
if((keyCode==KeyEvent.VK_SPACE)&&(fired==false)){
激发=真;
如果(激发==真){
子弹();
}
}
}
公共无效密钥已释放(密钥事件e){
}
}
公共类鼠标扩展了MouseAdapter{
公共无效鼠标按下(MouseEvent e){
双x=e.getX();
双y=e.getY();
}
}
}
然而
当我在没有while循环的情况下运行代码时,项目符号出现在播放器的X位置
但是
当while循环存在时,当玩家按下X按钮时,什么都没有发生,子弹甚至没有出现
有谁能帮助我让子弹出现并在屏幕上移动?
谢谢这是因为在子弹超出范围之前,你不会画子弹,你不应该这样使用while循环,你可能需要在谷歌上搜索“游戏循环”,但在你这样做之前,这里有一个狙击手可能会有帮助,请注意,非常糟糕,但应该可以工作:
public void paintComponent(Graphics g){
if(run == true){
g.drawImage(player, playerX, playerY, this);
if(fired == true) {
bulletX = bulletX + 10;
if(bulletX > 800 || bulletX < 0){
fired = false;
}
g.drawImage(bullet, bulletX, bulletY, this);
}
repaint();
}
}
public void bullet(){
bulletX = playerX;
bulletY = playerY;
}
公共组件(图形g){
if(run==true){
g、 drawImage(player、playerX、playerY、this);
如果(激发==真){
bulletX=bulletX+10;
如果(bulletX>800 | | bulletX<0){
解雇=假;
}
g、 drawImage(bullet、bulletX、bulletY、this);
}
重新油漆();
}
}
公共无效项目符号(){
bulletX=播放器X;
子弹=游戏;
}
最后一个注意事项是,将绘制方法dbImage=createImage(getWidth(),getHeight())中的代码移动到构造函数或init()中,因为每一帧都要创建一个新图像