Java 需要关于突破游戏球速度的帮助吗
这是一个12级面向对象编程项目 我有一个叫做Ball的类来构造我的Ball对象Java 需要关于突破游戏球速度的帮助吗,java,Java,这是一个12级面向对象编程项目 我有一个叫做Ball的类来构造我的Ball对象 import java.awt.*; import java.awt.event.*; import javax.swing.*; import java.util.*; public class Ball{ private double xPos; private double yPos; private int direction; public Ball(int ixPos,
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
public class Ball{
private double xPos;
private double yPos;
private int direction;
public Ball(int ixPos, int iyPos, int idirection){
xPos = ixPos;
yPos = iyPos;
direction = idirection;
}
public int returnX(){
return (int)xPos;
}
public int returnY(){
return (int)yPos;
}
public int returnDirection(){
return direction;
}
public void move(){
xPos += 1*Math.cos(Math.toRadians(direction));
yPos -= 1*Math.sin(Math.toRadians(direction));
}
public void collide(int collideWith){
if(collideWith==1){//collide with left wall
if(90<direction && direction<180){
direction = 180-direction;
}
if(180<direction && direction<270){
direction = 540-direction;
}
}
if(collideWith==2){//collide with right wall
if(0<direction && direction<90){
direction = 180-direction;
}
if(270<direction && direction<360){
direction = 540-direction;
}
}
if(collideWith==3){//collide with up wall
if(0<direction && direction<90){
direction = 360-direction;
}
if(90<direction && direction<180){
direction = 360-direction;
}
}
if(collideWith==4){//collide with down wall
direction = 360-direction;
}
}
public void collidePaddle(int collidePos){
if(collidePos!=50 && collidePos!=0){
direction = (50-collidePos)*180/50;
}
}
}
import java.awt.*;
导入java.awt.event.*;
导入javax.swing.*;
导入java.util.*;
公共班级舞会{
私人双XPO;
私人双YPO;
私人int方向;
公共舞会(国际ixPos、国际iyPos、国际idirection){
xPos=ixPos;
yPos=iyPos;
方向=方向;
}
public int returnX(){
返回(int)XPO;
}
公共int returnY(){
返回(int)YPO;
}
公共交通方向({
返回方向;
}
公开作废动议(){
xPos+=1*Math.cos(Math.toRadians(方向));
yPos-=1*数学正弦(数学环面(方向));
}
公共无效碰撞(int碰撞){
如果(碰撞==1){//与左墙碰撞
如果(90而不是在您的Collide Pable
检查中使用绝对检查,您应该考虑范围
例如
public void collidePaddle(int collidePos){
if (collidePos >= 50) {
direction = (50-collidePos)*180/50;
// Correct the position of the ball to meet the minimum requirements
// of the collision...
} else if (collidePos <= 0) {
direction = (50-collidePos)*180/50;
// Correct the position of the ball to meet the minimum requirements
// of the collision...
}
}
public-void-collidate挡板(int-collidatepos){
如果(位置>=50){
方向=(50个位置)*180/50;
//纠正球的位置,以满足最低要求
//碰撞的原因。。。
}else如果(collidePos=(bounds.x+bounds.width)){
速度*=-1;
p、 x=((bounds.x+bounds.width)-半径)+速度;
}如果(p.x=(bounds.x+bounds.width)){
速度*=-1;
p、 x=((bounds.x+bounds.width)-半径)+速度;
//我们已经越过左边了吗??
}否则如果(p.x我不知道我的问题提得是否足够好,但对我来说,我并没有问任何关于划桨的问题……你能告诉我你认为我问了什么吗……因为我请求帮助,当速度太高时,解决球撞到墙上和挡块的问题,而不是击球后的方向。是的,你似乎在检查一个绝对位置,拉特呃,然后考虑到游骑兵。随着速度的增加,你不能依赖于球的边缘会与任何东西的边缘完美地相交。相反,你需要看看球的任何部分是否击中了世界上任何可能的部分(包括重叠)。
public class SimpleBouncyBall {
public static void main(String[] args) {
new SimpleBouncyBall();
}
public SimpleBouncyBall() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new CourtPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class CourtPane extends JPanel {
private Ball ball;
private int speed = 5;
public CourtPane() {
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
Rectangle bounds = new Rectangle(new Point(0, 0), getSize());
if (ball == null) {
ball = new Ball(bounds);
}
speed = ball.move(speed, bounds);
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(100, 100);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (ball != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
Point p = ball.getPoint();
g2d.translate(p.x, p.y);
ball.paint(g2d);
g2d.dispose();
}
}
}
public class Ball {
private Point p;
private int radius = 12;
public Ball(Rectangle bounds) {
p = new Point();
p.x = 0;
p.y = bounds.y + (bounds.height - radius) / 2;
}
public Point getPoint() {
return p;
}
public int move(int speed, Rectangle bounds) {
p.x += speed;
if (p.x + radius >= (bounds.x + bounds.width)) {
speed *= -1;
p.x = ((bounds.x + bounds.width) - radius) + speed;
} else if (p.x <= bounds.x) {
speed *= -1;
p.x = bounds.x + speed;
}
p.y = bounds.y + (bounds.height - radius) / 2;
return speed;
}
public void paint(Graphics2D g) {
g.setColor(Color.RED);
g.fillOval(0, 0, radius, radius);
}
}
}
public int move(int speed, Rectangle bounds) {
// Apply the delta
p.x += speed;
// Have we passed beyond the right side??
if (p.x + radius >= (bounds.x + bounds.width)) {
speed *= -1;
p.x = ((bounds.x + bounds.width) - radius) + speed;
// Have we past beyond the left side??
} else if (p.x <= bounds.x) {
speed *= -1;
p.x = bounds.x + speed;
}
p.y = bounds.y + (bounds.height - radius) / 2;
return speed;
}