拥有;照相机“;Java中播放器的定位
因此,我在将“摄像机”放置在播放器上时遇到了一些问题,因为这是我第一次尝试实现这一点。每当我启动游戏并移动玩家时,相机似乎不像我希望的那样对准玩家,我不知道它出了什么问题。我试着浏览在线资源,并检查了许多关于堆栈溢出的问题,但我找不到我做错了什么:/。我正在使用Java和Slick2D引擎。以下是我的班级档案: Camera.class:拥有;照相机“;Java中播放器的定位,java,slick2d,Java,Slick2d,因此,我在将“摄像机”放置在播放器上时遇到了一些问题,因为这是我第一次尝试实现这一点。每当我启动游戏并移动玩家时,相机似乎不像我希望的那样对准玩家,我不知道它出了什么问题。我试着浏览在线资源,并检查了许多关于堆栈溢出的问题,但我找不到我做错了什么:/。我正在使用Java和Slick2D引擎。以下是我的班级档案: Camera.class: private float offsetMaxX; private float offsetMaxY; private float offsetMinX =
private float offsetMaxX;
private float offsetMaxY;
private float offsetMinX = 0;
private float offsetMinY = 0;
public float camX;
public float camY;
public Camera () {
super ();
}
public void update (float playerX, float playerY, float mapX, float mapY){
offsetMaxX = mapX - Main.WIDTH;
offsetMaxY = mapY - Main.HEIGHT;
camX = playerX - Main.WIDTH/2;
camY = playerY - Main.HEIGHT/2;
if (camX > offsetMaxX) {
camX = offsetMaxX;
} else if (camX < offsetMinX) {
camX = offsetMinX;
}
if (camY > offsetMaxY) {
camY = offsetMaxY;
} else if (camY < offsetMinY) {
camY = offsetMinY;
}
}
public float getCamX() {
return camX;
}
public float getCamY() {
return camY;
}
public float getOffsetMaxX() {
return offsetMaxX;
}
public float getOffsetMaxY() {
return offsetMaxY;
}
public float getOffsetMinX() {
return offsetMinX;
}
public float getOffsetMinY() {
return offsetMinY;
}
public void setOffsetMaxX(float offsetMaxX) {
this.offsetMaxX = offsetMaxX;
}
public void setOffsetMaxY(float offsetMaxY) {
this.offsetMaxY = offsetMaxY;
}
public void setOffsetMinX(float offsetMinX) {
this.offsetMinX = offsetMinX;
}
public void setOffsetMinY(float offsetMinY) {
this.offsetMinY = offsetMinY;
}
private float offsetMaxX;
私人浮动抵消;
私有浮动偏移量minx=0;
私有浮动偏移量miny=0;
公共浮动camX;
大众浮标凯美;
公共摄像机(){
超级();
}
公共void更新(float playerX、float playerY、float mapX、float mapY){
offsetMaxX=mapX-Main.WIDTH;
offsetMaxY=mapY-Main.HEIGHT;
camX=playerX-Main.WIDTH/2;
camY=playerY-Main.HEIGHT/2;
如果(camX>offsetMaxX){
camX=offsetMaxX;
}否则如果(camX偏置凸轮轴){
camY=偏移最大值;
}否则如果(凸轮轴
还有我的游戏。课堂:
// Player variables
public SpriteSheet playerSS = null;
protected InputHandler inputHandler;
public float playerX = Main.WIDTH/2, playerY = Main.HEIGHT/2;
private Animation sprite, runningAnimationLEFT, runningAnimationRIGHT, runningAnimationUP, runningAnimationDOWN;
private Animation standLEFT, standRIGHT, standUP, standDOWN; //THIS IS TO PREVENT ANIMATIONS FROM CONTINUING AFTER THE PLAYER STOPS
private int duration = 300;
public boolean isMoving, isLeft, isRight, isUp, isDown;
//Map
private Image testMap; //This is a test map
private float mapX = 1024, mapY = 1024;
//Camera
public Camera camera;
public Game (int stateID) {}
@Override
public int getID() {
return Main.game; //GAMESTATE = 1
}
@Override
public void init(GameContainer gameContainer, StateBasedGame stateBasedGame) throws SlickException {
playerSS = new SpriteSheet("res/characters/player_sprite_sheet.png", 50, 75);
testMap = new Image ("res/grassMap.png");
camera = new Camera();
// ANIMATIONS
runningAnimationDOWN = new Animation();
runningAnimationDOWN.setAutoUpdate(true);
runningAnimationDOWN.addFrame(playerSS.getSprite(1, 0), duration);
runningAnimationDOWN.addFrame(playerSS.getSprite(0, 0), duration);
runningAnimationDOWN.addFrame(playerSS.getSprite(2, 0), duration);
runningAnimationLEFT = new Animation();
runningAnimationLEFT.setAutoUpdate(true);
runningAnimationLEFT.addFrame(playerSS.getSprite(1, 1), duration);
runningAnimationLEFT.addFrame(playerSS.getSprite(0, 1), duration);
runningAnimationLEFT.addFrame(playerSS.getSprite(2, 1), duration);
runningAnimationRIGHT = new Animation();
runningAnimationRIGHT.setAutoUpdate(true);
runningAnimationRIGHT.addFrame(playerSS.getSprite(1, 2), duration);
runningAnimationRIGHT.addFrame(playerSS.getSprite(0, 2), duration);
runningAnimationRIGHT.addFrame(playerSS.getSprite(2, 2), duration);
runningAnimationUP = new Animation();
runningAnimationUP.setAutoUpdate(true);
runningAnimationUP.addFrame(playerSS.getSprite(1, 3), duration);
runningAnimationUP.addFrame(playerSS.getSprite(0, 3), duration);
runningAnimationUP.addFrame(playerSS.getSprite(2, 3), duration);
standDOWN = new Animation();
standDOWN.setAutoUpdate(true);
standDOWN.addFrame(playerSS.getSprite(1, 0), duration);
standLEFT = new Animation();
standLEFT.setAutoUpdate(true);
standLEFT.addFrame(playerSS.getSprite(1, 1), duration);
standRIGHT = new Animation();
standRIGHT.setAutoUpdate(true);
standRIGHT.addFrame(playerSS.getSprite(1, 2), duration);
standUP = new Animation();
standUP.setAutoUpdate(true);
standUP.addFrame(playerSS.getSprite(1, 3), duration);
sprite = standDOWN;
}
@Override
public void update(GameContainer gameContainer, StateBasedGame stateBasedGame, int delta) throws SlickException {
inputHandler.updateKeyboardRelay(gameContainer);
isMoving = false;
if (inputHandler.keyUP) {
isUp = true;
isDown = false;
isLeft = false;
isRight = false;
isMoving = true;
playerY -= delta * 0.1f;
} else if (inputHandler.keyDOWN) {
isDown = true;
isUp = false;
isLeft = false;
isRight = false;
isMoving = true;
playerY += delta * 0.1f;
} else if (inputHandler.keyLEFT) {
isLeft = true;
isUp = false;
isDown = false;
isRight = false;
isMoving = true;
playerX -= delta * 0.1f;
} else if (inputHandler.keyRIGHT) {
isRight = true;
isUp = false;
isDown = false;
isLeft = false;
isMoving = true;
playerX += delta * 0.1f;
}
if (isMoving) {
if (inputHandler.keyUP) {
sprite = runningAnimationUP;
sprite.update(delta);
} else if (inputHandler.keyDOWN) {
sprite = runningAnimationDOWN;
sprite.update(delta);
} else if (inputHandler.keyLEFT) {
sprite = runningAnimationLEFT;
sprite.update(delta);
} else if (inputHandler.keyRIGHT) {
sprite = runningAnimationRIGHT;
sprite.update(delta);
}
} else {
if (isDown) {
sprite = standDOWN;
sprite.update(delta);
} else if (isUp) {
sprite = standUP;
sprite.update(delta);
} else if (isLeft) {
sprite = standLEFT;
sprite.update(delta);
} else if (isRight) {
sprite = standRIGHT;
sprite.update(delta);
}
}
// Map Boundaries
if (playerX > mapX) {
playerX = mapX;
} else if (playerX < 0) {
playerX = 0;
}
if (playerY > mapY) {
playerY = mapY;
} else if (playerY < 0) {
playerY = 0;
}
camera.update(playerX, playerY, mapX, mapY);
}
@Override
public void render(GameContainer gameContainer, StateBasedGame stateBasedGame, Graphics graphics) throws SlickException {
testMap.draw(mapX - 1024, mapY - 1024);
graphics.translate(camera.getCamX(), camera.getCamY());
sprite.draw(playerX, playerY);
graphics.translate(-camera.getCamX(), -camera.getCamY());
graphics.drawString("Player X: " + playerX, 400, 400);
graphics.drawString("Player Y: " + playerY, 400, 415);
}
//播放器变量
公共SpriteSheet Players=null;
受保护的权限管理器中的权限管理器;
公共浮动playerX=Main.WIDTH/2,playerY=Main.HEIGHT/2;
私有动画精灵,runningAnimationLEFT,runningAnimationRIGHT,runningAnimationUP,runningAnimationDOWN;
私人动画standLEFT,standRIGHT,standUP,standDOWN//这是为了防止在播放器停止后继续播放动画
私有整数持续时间=300;
公共布尔值isMoving、isLeft、isRight、isUp、isDown;
//地图
私有图像测试图//这是一张测试图
私有浮点mapX=1024,mapY=1024;
//摄像机
公共摄像机;
公共游戏(int stateID){}
@凌驾
公共int getID(){
return Main.game;//GAMESTATE=1
}
@凌驾
public void init(GameContainer GameContainer,StateBasedGame StateBasedGame)引发异常{
playerSS=新精灵表(“res/characters/player\u sprite\u sheet.png”,50,75);
testMap=新图像(“res/grassMap.png”);
摄像头=新摄像头();
//动画
runningAnimationDOWN=新建动画();
runningAnimationDOWN.setAutoUpdate(true);
runningAnimationDOWN.addFrame(playerSS.getSprite(1,0),持续时间);
runningAnimationDOWN.addFrame(playerSS.getSprite(0,0),持续时间);
runningAnimationDOWN.addFrame(playerSS.getSprite(2,0),持续时间);
runningAnimationLEFT=新动画();
runningAnimationLEFT.setAutoUpdate(true);
runningAnimationLEFT.addFrame(playerSS.getSprite(1,1),持续时间);
runningAnimationLEFT.addFrame(playerSS.getSprite(0,1),持续时间);
runningAnimationLEFT.addFrame(playerSS.getSprite(2,1),持续时间);
runningAnimationRIGHT=新动画();
runningAnimationRIGHT.setAutoUpdate(true);
runningAnimationRIGHT.addFrame(playerSS.getSprite(1,2),持续时间);
runningAnimationRIGHT.addFrame(playerSS.getSprite(0,2),持续时间);
runningAnimationRIGHT.addFrame(playerSS.getSprite(2,2),持续时间);
runningAnimationUP=新建动画();
runningAnimationUP.setAutoUpdate(true);
运行animationup.addFrame(playerSS.getSprite(1,3),持续时间);
运行animationup.addFrame(playerSS.getSprite(0,3),持续时间);
运行animationup.addFrame(playerSS.getSprite(2,3),持续时间);
停机=新建动画();
停机。设置自动更新(true);
暂停.addFrame(players.getSprite(1,0),持续时间);
standLEFT=新动画();
设置自动更新(true);
standLEFT.addFrame(players.getSprite(1,1),持续时间);
standRIGHT=新动画();
statdright.setAutoUpdate(true);
standRIGHT.addFrame(players.getSprite(1,2),持续时间);
站立=新动画();
standUP.setAutoUpdate(真);
站立.addFrame(players.getSprite(1,3),持续时间);
sprite=停机;
}
@凌驾
公共无效更新(GameContainer GameContainer、StateBasedGame StateBasedGame、int delta)引发异常{
inputHandler.updateKeyboardRelay(游戏容器);
isMoving=假;
如果(输入权限管理器键控){
isUp=true;
isDown=假;
isLeft=false;
isRight=false;
isMoving=真;
playerY-=delta*0.1f;
}else if(输入权限管理器键控){
isDown=真;
isUp=false;
isLeft=false;
isRight=false;
isMoving=真;
playerY+=增量*0.1f;
}else if(输入权限句柄。键左){
isLeft=true;
isUp=false;
isDown=假;
isRight=false;
isMoving=真;
playerX-=delta*0.1f;
}else if(在权限句柄中,右键){
isRight=正确;
isUp=false;
isDown=假;
isLeft=false;
isMoving=真;
playerX+=delta*0.1f;
}
如果(正在移动){
如果(输入权限管理器键控){
sprite=runningAnimationUP;
sprite.update(delta);
}else if(输入权限管理器键控){
sprite=runningAnimationDOWN;
sprite.update(delta);
}else if(输入权限句柄。键左){
sprite=runningAnimationLEFT;
sprite.update(delta);
}
camX = playerX - Main.WIDTH/2;
camY = playerY - Main.HEIGHT/2;
camX = playerX;
camY = playerY;