Java中的Pacman冲突
我正在用Java制作一个pacman街机游戏,但是我的碰撞有问题。 如果你看到我的形象 我的“吃豆人”精灵在到达一个角落或试图返回它来的方向(即向左走但不再向右走)时静止不动(没有x或y移动)。我理解这是因为如果检测到冲突,我将xMovement设置为0,将yMovement设置为0(请参阅collide()下的第二个代码块) 如果我的碰撞()不允许,我将如何允许pacman sprite向另一个方向移动(即它从左侧移动,我希望它向右移动)或穿过一个角 下面是App.java类中的draw方法,它根据用户的输入绘制播放器。这些键分别对应于up、left、down和right。此方向仅用于在发生碰撞时,玩家不会浪费移动或穿墙*注意,我放置了Java中的Pacman冲突,java,object,logic,collision,pacman,Java,Object,Logic,Collision,Pacman,我正在用Java制作一个pacman街机游戏,但是我的碰撞有问题。 如果你看到我的形象 我的“吃豆人”精灵在到达一个角落或试图返回它来的方向(即向左走但不再向右走)时静止不动(没有x或y移动)。我理解这是因为如果检测到冲突,我将xMovement设置为0,将yMovement设置为0(请参阅collide()下的第二个代码块) 如果我的碰撞()不允许,我将如何允许pacman sprite向另一个方向移动(即它从左侧移动,我希望它向右移动)或穿过一个角 下面是App.java类中的draw方法,
(this.player.x_ord+2)%16==0
,因为我的pacman图像不是一个16x16图像,而我的墙壁是
public void draw() { // This is an infinite loop
mapDraw(); // this draws my map constantly so I do not have multiple pacman sprites drawn
this.player.tick(); // see second code below for details
if (keyPressed){ // Used wasd rather than arrow keys
if (key == 's' && this.direction != 's' && (this.player.x_ord + 2) % 16 == 0 &&
(this.player.y_ord + 4) % 16 == 0){ // We dont want Player to turn ever on a non 16 divisible area
this.player.p = this.loadImage("src/main/resources/playerDown.png");
this.player.yMovement = this.player.speed;
this.player.xMovement = 0;
this.direction = 's';
}
else if (key == 'w' && this.direction != 'w' && (this.player.x_ord + 2) % 16 == 0 &&
(this.player.y_ord + 4) % 16 == 0){
this.player.p = this.loadImage("src/main/resources/playerUp.png");
this.player.yMovement = -this.player.speed;
this.player.xMovement = 0; // I do not want my pacman to move diagonally so thats why
this.direction = 'w';
}
else if (key == 'd' && this.direction != 'd' && (this.player.x_ord + 2) % 16 == 0 &&
(this.player.y_ord + 4) % 16 == 0){
this.player.p = this.loadImage("src/main/resources/playerRight.png");
this.player.xMovement = this.player.speed;
this.player.yMovement = 0;
this.direction = 'd';
}
else if (key == 'a' && this.direction != 'a' && (this.player.x_ord + 2) % 16 == 0 &&
(this.player.y_ord + 4) % 16 == 0){
this.player.p = this.loadImage("src/main/resources/playerLeft.png");
this.player.xMovement = -this.player.speed;
this.player.yMovement = 0;
this.direction = 'a';
}
}
this.player.draw(this); //see second code below for details
}
下面是我的player.java类
*再次注意,this.x_ord+2==w.x_pos+16&&this.y_ord+4==w.y_pos
是偏移的,因为我的pacman精灵比我的16x16墙大
public void tick(){
// //logic
this.detectCollision();
if (this.isLiving){
this.y_ord += this.yMovement;
this.x_ord += this.xMovement;
}
}
public void draw(PApplet a){ //just draw the sprite
if (this.isLiving){
a.image(this.p, this.x_ord, this.y_ord);
}
}
public void collide(boolean isX){ // Is it an x or y collision
if (isX == true){ // If it moves left or right into a wall
this.xMovement = 0;
}
else if (isX == false){ // If it moves up or down into a wall
this.xMovement = 0;
}
}
public void detectCollision(){
for (Walls w: this.wallLocations){ // A list of wall locations from a .txt file
if (this.x_ord + 2 == w.x_pos + 16 && this.y_ord + 4 == w.y_pos){ // Detect left movement into right wall piece
collide(true);
}
if (this.x_ord + 2 + 16 == w.x_pos && this.y_ord + 4 == w.y_pos){ // Detect right movement into left wall piece
collide(true);
}
if (this.y_ord + 4 == w.y_pos + 16 && this.x_ord + 2 == w.x_pos){ // Detect up movement into bottom wall piece
collide(false);
}
if (this.y_ord + 4 + 16 == w.y_pos && this.x_ord + 2 == w.x_pos){ // Detect down movement into top wall piece
collide(false);
}
}
非常感谢对我的问题的任何帮助。我没有深入分析您的代码,但在我看来,您的主要问题是
碰撞
方法只考虑两种情况,垂直移动或水平移动。如果您想在4个不同的方向上移动,该方法需要有4个不同的状态
为了实现这一点,您可以创建一个表示方向的枚举。然后在detectCollision
中,将适当的方向
传递到碰撞
。最后,在<代码>碰撞< /代码>中考虑4个不同的方向。例如,如果右侧有障碍物,xMovement
需要为非正。collide
方法可能如下所示:
public void collide(Direction direction){
if (direction == Direction.RIGHT){
this.xMovement = Math.min(0, this.xMovement);
}
if (direction == Direction.LEFT){
this.xMovement = Math.max(0, this.xMovement);
}
if (direction == Direction.UP){
this.yMovement = Math.min(0, this.yMovement);
}
if (direction == Direction.DOWN){
this.yMovement = Math.max(0, this.yMovement);
}
}
极好的解决方案!我在代码示例中对Direction.UP和Direction.DOWN进行了微调(因为.UP随yMovement减小,.DOWN随yMovement增大),并按预期工作。