Java 步行和射击不能斜行

Java 步行和射击不能斜行,java,Java,Hy,我管理输入游戏有问题 我会在8个方向上执行所有8个移动+拍摄,现在我可以在8个方向上移动,但在8个方向上固定拍摄,并在北、南、东、西和东北移动和拍摄 我有5个volatile布尔值(如果没有volatile,问题不会改变) 当键绑定时按箭头键时设置为真,否则设置为假 private void setKeyBindings() { InputMap inMap = getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW); Act

Hy,我管理输入游戏有问题

我会在8个方向上执行所有8个移动+拍摄,现在我可以在8个方向上移动,但在8个方向上固定拍摄,并在北、南、东、西和东北移动和拍摄

我有5个volatile布尔值(如果没有volatile,问题不会改变)

当键绑定时按箭头键时设置为真,否则设置为假

    private void setKeyBindings() {

    InputMap inMap = getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
    ActionMap actMap = getActionMap();


         inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "UP" + "pressed");
         inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "UP" + "released");

        actMap.put( "UP" + "pressed", new AbstractAction() {

        private static final long serialVersionUID = 1L;

        @Override
        public void actionPerformed(ActionEvent e) {
            //directionMap.put(direction, true);
            north=true;
        }

    });
    actMap.put("UP" + "released", new AbstractAction() {

        private static final long serialVersionUID = 1L;

        @Override
        public void actionPerformed(ActionEvent e) {
            //directionMap.put(direction, false);
            north=false;
        }
    });


     inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "DOWN" + "pressed");
     inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "DOWN" + "released");

    actMap.put( "DOWN" + "pressed", new AbstractAction() {

   private static final long serialVersionUID = 1L;

   @Override
   public void actionPerformed(ActionEvent e) {
       //directionMap.put(direction, true);
    south=true;
   }

});
actMap.put("DOWN" + "released", new AbstractAction() {

   private static final long serialVersionUID = 1L;

   @Override
   public void actionPerformed(ActionEvent e) {
       //directionMap.put(direction, false);
    south=false;
   }
});

inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "LEFT" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), "LEFT" + "released");

actMap.put( "LEFT" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
   //directionMap.put(direction, true);
    west=true;
}

});
actMap.put("LEFT" + "released", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
   //directionMap.put(direction, false);
    west=false;
}
});

inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "RIGHT" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "RIGHT" + "released");

actMap.put( "RIGHT" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, true);
    east=true;
}

});
actMap.put("RIGHT" + "released", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, false);
    east=false;
}
});



inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, false), "SPACE" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, true), "SPACE" + "released");

actMap.put( "SPACE" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, true);
    shoot=true;
}

});
actMap.put("SPACE" + "released", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, false);
    shoot=false;
}
});




inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_X, 0, false), "SUCCESSIVA" + "pressed");

actMap.put( "SUCCESSIVA" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, true);
    mondo.player.selectArmaSuccessiva();
}

});



inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_Z, 0, false), "PRECEDENTE" + "pressed");

actMap.put( "PRECEDENTE" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
        mondo.player.selectArmaPrecedente();
}

});

}

在线程中控制布尔变量也实现对角运动

            if(shoot){
            System.out.println("SHOOT");
            if(mondo.player.selectArm!=-1)
            mondo.proiettili.add(mondo.player.spara());
        }
        if(north && west && !south && !east){
            System.out.println("NORD OVEST");
            mondo.player.direction=(PuntiCardinali.NORTH_WEST);

        }
        if(north && east && !south && !west){
            System.out.println("NORD EST");
            mondo.player.direction=(PuntiCardinali.NORTH_EAST);


        }

        if(south && east && !north && !west){
            System.out.println("SUD EST");
            mondo.player.direction=(PuntiCardinali.SOUTH_EAST);

        }
        if(south && west && !north && !east){
            System.out.println("SUD OVEST");
            mondo.player.direction=(PuntiCardinali.SOUTH_WEST);

        }
        if(north && !west && !east && !south){
            System.out.println("NORD");
            mondo.player.direction=(PuntiCardinali.NORTH);

        }
        if(south && !west && !east && !north){
            System.out.println("SUD ");
            mondo.player.direction=(PuntiCardinali.SOUTH);

        }
        if(east && !north && !south && !west){
            System.out.println("EST");
            mondo.player.direction=(PuntiCardinali.EAST);

            }
        if(west && !north && !south && !east){
            System.out.println("OVEST");
            mondo.player.direction=(PuntiCardinali.WEST);
        }
        if(!north && !south && !east && !west)
            mondo.player.direction=(PuntiCardinali.STOP);
当我只移动它时,它工作得很好, 但当我拍摄时,它只适用于北部、南部、东部、西部和东北部。 为什么只有东北部? 如果我停止方向,让玩家朝向任何对角线,然后射门,
这就好像当我移动对角线投篮时出错了

你需要在投篮前设置球员方向吗?比如,在所有
mondo.player.direction
的实例之后添加射击命令?当你移动时,比如说,西南方向,它在哪里射击?我更想问的是:你的玩家是如何射击的?这只是他所面对的方向吗?如果不是,你能这样做吗?玩家有方向和方向,所以如果方向是停止方向,有8个基点中的一个,如果方向是基点方向是丑陋的,我认为我在输入中有一个错误,因为打印(“拍摄”)当我按下空格+向上箭头+向左箭头时不是吗谢谢你的回答你需要在拍摄前设置玩家方向吗?比如,在所有
mondo.player.direction
的实例之后添加射击命令?当你移动时,比如说,西南方向,它在哪里射击?我更想问的是:你的玩家是如何射击的?这只是他所面对的方向吗?如果不是,你能这样做吗?玩家有方向和方向,所以如果方向是停止方向,有8个基点中的一个,如果方向是基点方向是丑陋的,我想我在输入中有一个错误,因为打印(“拍摄”)不是当我按空格+向上箭头+向左箭头时谢谢回复
            if(shoot){
            System.out.println("SHOOT");
            if(mondo.player.selectArm!=-1)
            mondo.proiettili.add(mondo.player.spara());
        }
        if(north && west && !south && !east){
            System.out.println("NORD OVEST");
            mondo.player.direction=(PuntiCardinali.NORTH_WEST);

        }
        if(north && east && !south && !west){
            System.out.println("NORD EST");
            mondo.player.direction=(PuntiCardinali.NORTH_EAST);


        }

        if(south && east && !north && !west){
            System.out.println("SUD EST");
            mondo.player.direction=(PuntiCardinali.SOUTH_EAST);

        }
        if(south && west && !north && !east){
            System.out.println("SUD OVEST");
            mondo.player.direction=(PuntiCardinali.SOUTH_WEST);

        }
        if(north && !west && !east && !south){
            System.out.println("NORD");
            mondo.player.direction=(PuntiCardinali.NORTH);

        }
        if(south && !west && !east && !north){
            System.out.println("SUD ");
            mondo.player.direction=(PuntiCardinali.SOUTH);

        }
        if(east && !north && !south && !west){
            System.out.println("EST");
            mondo.player.direction=(PuntiCardinali.EAST);

            }
        if(west && !north && !south && !east){
            System.out.println("OVEST");
            mondo.player.direction=(PuntiCardinali.WEST);
        }
        if(!north && !south && !east && !west)
            mondo.player.direction=(PuntiCardinali.STOP);