基于键盘输入让我的精灵面向某个方向-Java游戏
因此,我已经按照一系列不同的教程,用java编写了一个基本的游戏——问题是我无法想出如何让我的精灵向不同的方向移动。这是我的主要代码基于键盘输入让我的精灵面向某个方向-Java游戏,java,sprite,direction,Java,Sprite,Direction,因此,我已经按照一系列不同的教程,用java编写了一个基本的游戏——问题是我无法想出如何让我的精灵向不同的方向移动。这是我的主要代码 package com.game.src.main; import java.awt.Canvas; import java.awt.Dimension; import java.awt.Graphics; import java.awt.event.KeyEvent; import java.awt.image.BufferStrategy; import j
package com.game.src.main;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.DataOutputStream;
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static final int WIDTH = 850;
public static final int HEIGHT = 650;
public static final int SCALE = 1;
public final String TITLE = "Racing Game!";
static ServerSocket serverSocket;
static Socket socket;
static DataOutputStream out;
private boolean running = false;
private Thread thread;
private BufferedImage image = new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB);
private BufferedImage spriteSheet = null;
private BufferedImage spriteSheet2 = null;
private BufferedImage background = null;
private BufferedImage MenuBackground = null;
private Player p;
private Player2 p2;
private Menu menu;
public static enum STATE {
MENU,
GAME
};
public static STATE State = STATE.MENU;
public void init() {
BufferedImageLoader loader = new BufferedImageLoader();
try {
spriteSheet = loader.loadImage("/Sprite_Sheet.png");
background = loader.loadImage("/Track.png");
MenuBackground = loader.loadImage("/MenuBG.fw.png");
}
catch (IOException e) {
e.printStackTrace();
}
menu = new Menu();
addKeyListener(new KeyInput(this));
this.addMouseListener(new MouseInput());
p = new Player(365, 500, this);
p2 = new Player2(365, 550, this);
}
private synchronized void start() {
if(running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
private synchronized void stop() {
if(!running)
return;
running = false;
try {
thread.join();
}
catch (InterruptedException e) {
e.printStackTrace();
}
System.exit(1);
}
public void run() {
init();
long lastTime = System.nanoTime();
final double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
int updates = 0;
int frames = 0;
long timer = System.currentTimeMillis();
while(running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
if(delta >= 1) {
tick();
updates++;
delta--;
}
render();
frames++;
if(System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(updates + " FPS, TICKS " + frames);
updates = 0;
frames = 0;
}
}
stop();
}
private void tick() {
if(State == STATE.GAME){
p.tick();
p2.tick();
}
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if(bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.drawImage(image, 0, 0, getWidth(), getHeight(), this);
g.drawImage(MenuBackground, 0, 0, null);
if(State == STATE.GAME){
//Drawing the main games background
g.drawImage(background, 0, 0, null);
p.render(g);
p2.render(g);
}
else if(State == STATE.MENU){
menu.render(g);
}
g.dispose();
bs.show();
}
public void keyPressed(KeyEvent e){
int key = e.getKeyCode();
if(State == STATE.GAME){
if(key == KeyEvent.VK_RIGHT){
p.setVelX(5);
}
if(key == KeyEvent.VK_D){
p2.setVelX2(5);
}
else if(key == KeyEvent.VK_LEFT) {
p.setVelX(-5);
}
else if(key == KeyEvent.VK_A) {
p2.setVelX2(-5);
}
else if(key == KeyEvent.VK_DOWN) {
p.setVelY(5);
}
else if(key == KeyEvent.VK_S) {
p2.setVelY2(5);
}
else if(key == KeyEvent.VK_UP) {
p.setVelY(-5);
}
else if(key == KeyEvent.VK_W) {
p2.setVelY2(-5);
}
}
}
public void keyReleased(KeyEvent e){
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT){
p.setVelX(0);
}
if(key == KeyEvent.VK_D){
p2.setVelX2(0);
}
else if(key == KeyEvent.VK_LEFT) {
p.setVelX(0);
}
else if(key == KeyEvent.VK_A) {
p2.setVelX2(0);
}
else if(key == KeyEvent.VK_DOWN) {
p.setVelY(0);
}
else if(key == KeyEvent.VK_S) {
p2.setVelY2(0);
}
else if(key == KeyEvent.VK_UP) {
p.setVelY(0);
}
else if(key == KeyEvent.VK_W) {
p2.setVelY2(0);
}
}
public static void main(String args[]) throws Exception {
Game game = new Game();
game.setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
game.setMaximumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
game.setMinimumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
JFrame frame = new JFrame(game.TITLE);
frame.add(game);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
game.start();
System.out.println("Starting server....");
serverSocket = new ServerSocket(7777);
System.out.println("Server started");
socket = serverSocket.accept();
System.out.println("Connecting from: " + socket.getInetAddress());
out = new DataOutputStream(socket.getOutputStream());
out.writeUTF("This is a test of Java Sockets");
System.out.println("Data has been sent");
}
public BufferedImage getSpriteSheet() {
return spriteSheet;
}
public BufferedImage getSpriteSheet2() {
return spriteSheet2;
}
}
这是我的球员课
package com.game.src.main;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
public class Player {
private double x;
private double y;
private double velX = 0;
private double velY = 0;
private BufferedImage player;
BufferedImageLoader loader = new BufferedImageLoader();
BufferedImage SpriteSheet = null;
public Player(double x, double y, Game game) {
this.x = x;
this.y = y;
//New instance of Sprite sheet - reading from buffered image loader
SpriteSheet ss = new SpriteSheet(game.getSpriteSheet());
player = ss.grabImage(1, 1, 50, 50);
try {
SpriteSheet = loader.loadImage("/Sprite_Sheet.png");
}
catch(Exception e) {
e.printStackTrace();
}
}
public void tick() {
x+=velX;
y+=velY;
//Adding basic collision
if(x < 0 + 50) {
x = 0 + 50;
}
if(x >= 850 - 100) {
x = 850 - 100;
}
if(y < 0 + 100) {
y = 0 + 100;
}
if(y >= 650 - 100){
y = 650 - 100;
}
}
public void render(Graphics g){
//Draw Track
Color c1 = Color.green;
g.setColor( c1 );
g.fillRect( 150, 200, 550, 300 ); //grass
Color c2 = Color.black;
g.setColor( c2 );
g.drawRect(50, 100, 750, 500); // outer edge
g.drawRect(150, 200, 550, 300); // inner edge
Color c3 = Color.yellow;
g.setColor( c3 );
g.drawRect( 100, 150, 650, 400 ); // mid-lane marker
Color c4 = Color.white;
g.setColor( c4 );
g.drawLine( 425, 500, 425, 600 ); // start line
g.drawImage(player, (int)x, (int)y, null);
}
public double getX(Graphics g){
return x;
}
public double getY(){
return y;
}
public void setX(double x){
this.x = x;
}
public void setY(double y){
this.y = y;
}
public void setVelX(double velX){
this.velX = velX;
}
public void setVelY(double velY){
this.velY = velY;
}
}
package com.game.src.main;
导入java.awt.Color;
导入java.awt.Graphics;
导入java.awt.image.buffereImage;
公开课选手{
私人双x;
私人双y;
私人双velX=0;
私有双精度=0;
私人缓冲图像播放器;
BufferedImageLoader=新的BufferedImageLoader();
BuffereImage SpriteSheet=null;
公共玩家(双x,双y,游戏){
这个.x=x;
这个。y=y;
//Sprite表的新实例-从缓冲图像加载程序读取
SpriteSheet ss=新的SpriteSheet(game.getSpriteSheet());
player=ss.grabImage(1,1,50,50);
试一试{
SpriteSheet=loader.loadImage(“/Sprite_Sheet.png”);
}
捕获(例外e){
e、 printStackTrace();
}
}
公共空白勾号(){
x+=velX;
y+=0;
//添加基本冲突
如果(x<0+50){
x=0+50;
}
如果(x>=850-100){
x=850-100;
}
如果(y<0+100){
y=0+100;
}
如果(y>=650-100){
y=650-100;
}
}
公共空间渲染(图形g){
//画轨道
颜色c1=颜色。绿色;
g、 setColor(c1);
g、 fillRect(150200550300);//草
颜色c2=颜色。黑色;
g、 setColor(c2);
g、 drawRect(50100750500);//外边缘
g、 drawRect(150200550300);//内边缘
颜色c3=颜色。黄色;
g、 setColor(c3);
g、 drawRect(100150650400);//中间车道标记
颜色c4=颜色。白色;
g、 setColor(c4);
g、 抽绳(425500425600);//起始线
g、 drawImage(播放器,(整数)x,(整数)y,空);
}
公共双getX(图形g){
返回x;
}
公共双盖{
返回y;
}
公共无效集x(双x){
这个.x=x;
}
公共空间设置(双y){
这个。y=y;
}
公共无效设置级别(双级别){
this.velX=velX;
}
公共无效设置(双重设置){
这是一个很好的例子;
}
}
我有两个玩家在这个游戏中,但我真的被困在我如何可以改变22.5%的精灵方向在一个理想的方向,所以如果我按下了玩家1的向上键,它会旋转我的车22.5%的北方等。我有一个精灵表,每个玩家16个精灵,每改变22.5%的角度。这真的让我困惑,我不知道我该怎么做可以实施这个,
感谢您花时间查看这是一个旋转精灵的基本示例 这是一个虚拟状态,
Player
对象检查该虚拟状态,以确定应如何相应地进行更改。这将操作与结果分离,这意味着可以用其他操作替换操作(向上箭头键),但仍然可以获得相同的结果
此示例还使用了,它不会遇到与keysister
相同的焦点相关问题,但这是一个纯Swing API,与Canvas
不兼容,而是一个很好的演示;)
真正的魔法发生在角色绘画方法中
public void paint(Graphics2D g2d) {
Graphics2D g = (Graphics2D) g2d.create();
AffineTransform at = new AffineTransform();
at.translate(x, y);
at.rotate(Math.toRadians(angle), character.getWidth() / 2, character.getHeight() / 2);
g.transform(at);
g.drawImage(character, 0, 0, null);
}
基本上,这会创建一个仿射变换,然后将其复合以产生我们需要的结果。也就是说,首先将其定位点位置转换为字符的x/y位置,然后围绕字符中心点旋转。因为它已被翻译,所以我们可以简单地在0x0处绘制角色。这比计算虚拟空间中其他地方的角色旋转锚点(IMHO)要容易得多
通过按向上或向下箭头键旋转角色。按下时,角色将继续旋转,这是示例的一个功能,用于演示
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class RotateCharater {
public static void main(String[] args) {
new RotateCharater();
}
public RotateCharater() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private DefaultState state;
private Player player;
public TestPane() {
player = new Player();
state = new DefaultState();
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "upKeyPressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "upKeyReleased");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "downKeyPressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "downKeyReleased");
ActionMap am = getActionMap();
am.put("upKeyPressed", new UpKeyAction(state, true));
am.put("upKeyReleased", new UpKeyAction(state, false));
am.put("downKeyPressed", new DownKeyAction(state, true));
am.put("downKeyReleased", new DownKeyAction(state, false));
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
player.update(state);
repaint();
}
});
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
player.paint(g2d);
g2d.dispose();
}
public class UpKeyAction extends AbstractAction {
private DefaultState state;
private boolean pressed;
public UpKeyAction(DefaultState state, boolean pressed) {
this.state = state;
this.pressed = pressed;
}
@Override
public void actionPerformed(ActionEvent e) {
state.setUpKeyPressed(pressed);
}
}
public class DownKeyAction extends AbstractAction {
private DefaultState state;
private boolean pressed;
public DownKeyAction(DefaultState state, boolean pressed) {
this.state = state;
this.pressed = pressed;
}
@Override
public void actionPerformed(ActionEvent e) {
state.setDownKeyPressed(pressed);
}
}
}
public interface State {
public boolean isUpKeyPressed();
public boolean isDownKeyPressed();
}
public class DefaultState implements State {
private boolean upKeyPressed;
private boolean downKeyPressed;
public boolean isDownKeyPressed() {
return downKeyPressed;
}
public boolean isUpKeyPressed() {
return upKeyPressed;
}
public void setDownKeyPressed(boolean downKeyPressed) {
this.downKeyPressed = downKeyPressed;
upKeyPressed = false;
}
public void setUpKeyPressed(boolean upKeyPressed) {
this.upKeyPressed = upKeyPressed;
downKeyPressed = false;
}
}
public class Player {
private BufferedImage character;
private int x = 100 - 32, y = 100 - 32;
private double angle;
public Player() {
try {
character = ImageIO.read(getClass().getResource("/Character.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
public void paint(Graphics2D g2d) {
Graphics2D g = (Graphics2D) g2d.create();
AffineTransform at = new AffineTransform();
at.translate(x, y);
at.rotate(Math.toRadians(angle), character.getWidth() / 2, character.getHeight() / 2);
g.transform(at);
g.drawImage(character, 0, 0, null);
}
public void update(State state) {
if (state.isUpKeyPressed()) {
angle -= 22.5;
} else if (state.isDownKeyPressed()) {
angle += 22.5;
}
}
}
}
请记住,这只是一个用于展示概念的示例;) 我想我已经理解了它的工作原理,但是我想知道是否有任何方法可以在键盘输入上使用不同的精灵,例如if else if(key==KeyEvent.VK_LEFT{p.setVelX(-5);}不仅要移动精灵,还要将正在使用的精灵更改为面向左侧的精灵?是的,这是非常可能的。您需要设置某种状态,以便代码的渲染部分知道它应该渲染什么