java-KeyListener无法检测碰撞(platformer游戏)
我正在制作一个Java游戏,完全没有任何外部库或引擎。一切都很好,但是我遇到了KeyListener的问题。我不明白为什么会这样 每当我设置java-KeyListener无法检测碰撞(platformer游戏),java,swing,keylistener,Java,Swing,Keylistener,我正在制作一个Java游戏,完全没有任何外部库或引擎。一切都很好,但是我遇到了KeyListener的问题。我不明白为什么会这样 每当我设置角色的动画时,它会使用velX扩展对象(我编码的另一个自定义类),并使用自定义碰撞检测,它工作正常,当字符对象与块对象碰撞时,字符停止移动;i、 e 对象控制器 Character c = new Character(); 字符(扩展对象) KeyListener(此版本有效,动画在按下键时开始,在释放键时停止,但碰撞检测不起作用) 我对每一门课都进行了正
角色
的动画时,它会使用velX扩展对象
(我编码的另一个自定义类),并使用自定义碰撞检测,它工作正常,当字符
对象
与块
对象
碰撞时,字符
停止移动;i、 e
对象控制器
Character c = new Character();
字符(扩展对象
)
KeyListener(此版本有效,动画在按下键时开始,在释放键时停止,但碰撞检测不起作用)
我对每一门课都进行了正确的编程,至少我感觉如此。左右碰撞矩形正确放置在所有对象上
那么这为什么不起作用呢?我做错了吗?还是Swing的KeyListener的错
任何帮助都将不胜感激。如果您需要更多信息,请在下面发表评论,我很乐意提供更多信息
谢谢,节目主持人杜德
编辑-更新1
有一个名为Panel的类。class
,基于JPanel
,它是所有面板的主容器
还有一个子面板类
,它也扩展了JPanel
。它是一个抽象类,在该类中调用tick()
package com.platformer.main;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import javax.swing.JPanel;
public abstract class Subpanel extends JPanel implements Runnable{
private static final long serialVersionUID = 1L;
public boolean loaded = false;
public Thread loop = null;
public Subpanel(){
this.setFocusable(true);
this.requestFocusInWindow();
init();
loop = new Thread(this);
loop.start();
}
public void init(){
load();
loaded = true;
}
public abstract void load();
public void run(){
while(loaded){
tick();
repaint();
try{
Thread.sleep(17);
}catch(InterruptedException e){
}
}
}
public abstract void tick();
BufferedImage buffer;
Graphics bg;
public void paint(Graphics g){
buffer = (BufferedImage) this.createImage(Start.WIDTH, Start.HEIGHT);
bg = buffer.getGraphics();
paintComponent(bg);
g.drawImage(buffer, 0, 0, null);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
if(loaded){
render(g2);
}
}
public abstract void render(Graphics2D g);
}
}
Gamepanel.class的内部如下所示:
package com.platformer.subpanels;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import com.platformer.input.GameKeys;
import com.platformer.main.Start;
import com.platformer.main.Subpanel;
import com.platformer.objects.ObjectController;
public class Gamepanel extends Subpanel{
private static final long serialVersionUID = 1L;
ObjectController objectController;
GameKeys key;
public void load(){
objectController = new ObjectController();
this.addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e){
objectController.character.setVelX(1);
}
public void keyReleased(KeyEvent e) {
objectController.character.setVelX(0);
}
});
}
public void tick(){
objectController.tick();
}
public void render(Graphics2D g){
g.setColor(Color.black);
g.fillRect(0, 0, Start.WIDTH, Start.HEIGHT);
objectController.render(g);
}
}
package com.platformer.input;
import java.awt.event.KeyEvent;
import com.platformer.objects.ObjectController;
import com.platformer.subpanels.Gamepanel;
public class GameKeys extends KeyInput{
private ObjectController objectController;
private com.platformer.objects.Character character;
public GameKeys(Gamepanel panel, ObjectController objectController){
super(panel);
this.objectController = objectController;
this.character = this.objectController.character;
}
public void keyPressed(KeyEvent e){
switch(e.getKeyCode()){
case KeyEvent.VK_ESCAPE:
System.exit(0);
case KeyEvent.VK_RIGHT:
character.setVelX(1);
}
}
public void keyReleased(KeyEvent e){
switch(e.getKeyCode()){
case KeyEvent.VK_RIGHT:
character.setVelX(0);
}
}
public void keyTyped(KeyEvent e) {
}
}
GameKeys
是我以前使用的KeyListener。现在,在您看到的代码中,我使用一个定制的KeyAdapter来测试它。它仍然不起作用
GameKeys.class
如下所示:
package com.platformer.subpanels;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import com.platformer.input.GameKeys;
import com.platformer.main.Start;
import com.platformer.main.Subpanel;
import com.platformer.objects.ObjectController;
public class Gamepanel extends Subpanel{
private static final long serialVersionUID = 1L;
ObjectController objectController;
GameKeys key;
public void load(){
objectController = new ObjectController();
this.addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e){
objectController.character.setVelX(1);
}
public void keyReleased(KeyEvent e) {
objectController.character.setVelX(0);
}
});
}
public void tick(){
objectController.tick();
}
public void render(Graphics2D g){
g.setColor(Color.black);
g.fillRect(0, 0, Start.WIDTH, Start.HEIGHT);
objectController.render(g);
}
}
package com.platformer.input;
import java.awt.event.KeyEvent;
import com.platformer.objects.ObjectController;
import com.platformer.subpanels.Gamepanel;
public class GameKeys extends KeyInput{
private ObjectController objectController;
private com.platformer.objects.Character character;
public GameKeys(Gamepanel panel, ObjectController objectController){
super(panel);
this.objectController = objectController;
this.character = this.objectController.character;
}
public void keyPressed(KeyEvent e){
switch(e.getKeyCode()){
case KeyEvent.VK_ESCAPE:
System.exit(0);
case KeyEvent.VK_RIGHT:
character.setVelX(1);
}
}
public void keyReleased(KeyEvent e){
switch(e.getKeyCode()){
case KeyEvent.VK_RIGHT:
character.setVelX(0);
}
}
public void keyTyped(KeyEvent e) {
}
}
它基于keyinport.class
:
package com.platformer.input;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
public abstract class KeyInput implements KeyListener{
public KeyInput(JPanel panel){
panel.addKeyListener(this);
}
}
我找到了一种解决办法。我添加了一个简单的布尔值
public void isCollision(){
return collision;
}
以及符合以下条件的碰撞对象:
for (int i = 0; i < objects.size(); i++) {
if(this.bounds.getRCol().intersects(objects.get(i).bounds.getLCol())){
collision = true;
setVelX(0);
}else{collision = false;}
}
你把一个类命名为“对象”?不要这样做。只是想澄清一下:问题是添加c.setVelX(0)代码>中断冲突检测?请发布一个小的可运行示例,如前所述。@programmersdude我认为代码片段没有提供足够的上下文来帮助您进行调试,这就是我建议使用的原因。好的,现在定义“不起作用”。你的检测是否完全停止,你的角色通过对象和屏幕(或其他)运行,或者角色在对象的中间停留某处?
public void isCollision(){
return collision;
}
for (int i = 0; i < objects.size(); i++) {
if(this.bounds.getRCol().intersects(objects.get(i).bounds.getLCol())){
collision = true;
setVelX(0);
}else{collision = false;}
}
public void keyPressed(KeyEvent e){
if(!objectController.character.isCollision()){
objectController.character.setVelX(1);
}
}