[英]Draw multiple rectangles in one line
我正在尝试制作一个游戏,如果球碰到一个矩形,则矩形的值会下降,一旦达到0,它将消失。 我尚未实现计数变量,但遇到了一个问题,我试图在顶部绘制一列数组,但是当我尝试绘制多个矩形并将它们留在此处时,我的循环仅渲染一个对象球会对此做出反应。 我该怎么办?
package graphics;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
public class Ballz extends LASSPanel
{
//Variables for the circle (Global Variables)
int circleX, circleY, circleSize;
double ballDirection,circleDX, circleDY;
//Colors
Color circleColor;
Color backgroundColor;
Dimension size;
int turn = 1;
int click =0;
int go =0;
int move = 0;
boolean roundEnd;
//Variables for the map
int brickWH;
int[] rect = new int[12];
public Ballz()
{
//Ball Variables
size = new Dimension(0,0);
circleX = 190;
circleY = 545;
circleDX = 0;
circleDY=0;
circleSize = 15;
circleColor = new Color (245,245,245);
backgroundColor = new Color (28,28,28);
//Game Variables
roundEnd = true;
brickWH = 18;
}
public void update()
{
//Get size of screen
getSize(size);
circleX += circleDX;
circleY += circleDY;
//Screen borders
if (circleX >= (size.width) - circleSize)
{
circleDX = -circleDX;
circleX = size.width-circleSize;
}
if (circleX <= 0)
{
circleDX = -circleDX;
circleX = 0;
}
if (circleY >= (size.height -circleSize))
{
circleDX =0;
circleDY = 0;
circleX = 190;
circleY = 545;
roundEnd = true;
}
if (circleY <= 0)
{
circleDY = -circleDY;
circleY = 0;
}
circleX += circleDX;
circleY += circleDY;
click = getMouseButton(0);
if (click ==1)
{
circleDY = -5;
circleDX = -3;
}
//Rectangle Loop
for (int i =0; i<rect.length; i++)
{
rect[i] = rect[i] +50;
}
repaint();
}
public void paint(Graphics g)
{
//Game Colors
g.setColor(circleColor);
g.fillOval(circleX, circleY, circleSize, circleSize);
for (int i=0; i<rect.length; i++)
{
g.fillRect(rect[i], 2, brickWH, brickWH);
}
setBackground(backgroundColor);
}
}
好吧,在看了更多代码之后,让我们开始...
int[] rect = new int[12];
这将创建一个int
数组,该数组最初初始化为全0
s
接下来,您要做...
for (int i =0; i<rect.length; i++)
{
rect[i] = rect[i] +50;
}
基本上所有这些工作就是将50
加0
并将其分配回数组元素,因此当您执行此操作时...
for (int i=0; i<rect.length; i++)
{
g.fillRect(rect[i], 2, brickWH, brickWH);
}
它只是将每个“砖”画在最后一个砖的顶部,因为它们都处于相同的水平位置
对我而言,真正,真正,非常突出的是...
for (int i =0; i<rect.length; i++)
{
rect[i] = rect[i] +50;
}
您是否打算让每个积木相隔50个像素? 在这种情况下,您可能应该做更多类似的事情...
int xPos = 0;
for (int i =0; i<rect.length; i++)
{
rect[i] = xPos;
xPos += 50;
}
相反,如果假设它们放在一起,那么您想要更多类似的东西...
for (int i =0; i<rect.length; i++)
{
rect[i] = brickWH * i;
}
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