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Java:吃豆子與牆的碰撞檢測

[英]Java: Pacman collision detection with wall

我一直在盡我最大的努力來解決吃豆子和牆壁之間的碰撞檢測,但是我的實現似乎並沒有正常工作

  • 碰撞檢測是否有效? 是的
  • 它的行為是否正確?
  • 它目前的表現如何? 當您撞牆時,它會阻止 Pacman 移動,這是可以的,但是任何新的按鍵移動只會改變圖像軸(取決於按鍵的向上、向右、向下或向左),它不會將 Pacman 移動到其當前位置之外撞牆后。

任何幫助將不勝感激。 提前致謝

游戲面板.java

package pacman;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.JPanel;

public class GamePanel extends JPanel implements Runnable{
    private Thread animator;
    private boolean isRunning;  
    private Map map = new Map();


    public GamePanel(){
        this.setBackground(Color.BLACK);
        this.setDoubleBuffered(true);
        addKeyListener(new TAdapter());
        setFocusable(true);
    }

    @Override
    public void run() {
        isRunning = true;
        System.out.println("Is running? "+isRunning);
        long startTime, timeDiff, sleepTime; 
        startTime = System.currentTimeMillis();

        while(isRunning){
            repaint();
            gameUpdate();


             timeDiff = System.currentTimeMillis() -  startTime;
             sleepTime = 5 - timeDiff;

            try{
                Thread.sleep(sleepTime);
            }
            catch(InterruptedException ex){
                System.exit(0);
            }
            startTime = System.currentTimeMillis();

        }   
//      gameOver(); not implemented yet, will focus on this when I have some basic animation and the game loop working to satisfaction.
    }


    @Override
    public void addNotify(){
        super.addNotify();
        startGame();
    }

    public void startGame(){        
        if(animator == null || !isRunning){
            animator = new Thread(this);
            animator.start();           
        }
    } //end of StartGame method

    public void gameUpdate(){   
        map.getPlayer().move();     
        checkCollision();
    } //implementation of ingame updates such as pacman getting killed.


    public void checkCollision(){ //this is where I officially set collision up
        for(int i = 0; i < map.tiles.length; i++){
            for(int j = 0; j < map.tiles.length; j++){
                if(map.tiles[i][j] != null){
                    if(map.getPlayer().getPlayerBox().intersects(map.tiles[i][j].getR())){
                        map.getPlayer().setColliding(true);
                        System.out.println("OWW"+map.tiles[i][j].getR().getLocation());

                    }               
                }                           
            }               
        }
    }
    public void paintComponent(Graphics g){ 
        Graphics2D g2d = (Graphics2D) g;
        super.paintComponent(g);
        if(isRunning){
            drawDot(g2d);
            drawPlayer(g2d);
            map.drawMap(g2d);
        }

        Toolkit.getDefaultToolkit().sync();
        g.dispose();

    }   

    public void drawDot(Graphics2D g){
        g.setColor(Color.GREEN);
        for(int x= 0; x < 400; x++){
            for(int y = 0; y < 400; y++){
                g.drawRect(x * 20, y * 20, 1, 1);
            }
        }

    }




    public void drawPlayer(Graphics2D g){       
        g.drawImage(map.getPlayer().getImage(), map.getPlayer().getX(),map.getPlayer().getY(), this); 
    }

private class TAdapter extends KeyAdapter{      

        @Override
        public void keyPressed(KeyEvent e) {            
            map.getPlayer().keyPressed(e);  
        }
        @Override

        public void keyReleased(KeyEvent e) {
            map.getPlayer().keyReleased(e);
        }
    }
}

播放器.java

package pacman;


import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;

import javax.swing.ImageIcon;

public class Player extends Commons{
    private int dx, dy;
    private int speed = 1;
    private static int playerWidth = 52; //these figures seem off, but that is because the image is not designed correctly or the pacman image is not obeying the logic of not going passed the frame size.
    private static int playerHeight = 82;
    private Rectangle playerBox;
    private Image playerImg  = new ImageIcon(Player.class.getResource("Pacman.png")).getImage();
    private Image playerImgUp  = new ImageIcon(Player.class.getResource("PacmanUp.png")).getImage();
    private Image playerImgLeft  = new ImageIcon(Player.class.getResource("PacmanLeft.png")).getImage();
    private Image playerImgDown  = new ImageIcon(Player.class.getResource("PacmanDown.png")).getImage();

    private boolean isColliding = false;



    public Player(){
        this.setX(320);
        this.setY(280);
        playerBox = new Rectangle(this.getX(), this.getY(),40,40);
    }

    public void setSpeed(int sp){
        speed = sp;
    }

    public Image getImage(){
        if(dy == 1){            
            return playerImgDown;
        } 
        else if(dy == -1){
            return playerImgUp;
        }
        else if(dx == -1){
            return playerImgLeft;
        }
        else 
            return playerImg;       
    }//Responsible for displaying pacman image based on direction of pacman's movement.



    void move(){
        int x = this.getX();
        int y = this.getY();
        /*
         * This is the part where I am trying to implement some degree of logic to stop it from moving
         */
        if(isColliding == false){
            this.setX(x += dx);
            playerBox.setLocation(x, y);
            this.setY(y += dy);
        }else if(isColliding == true){
            this.setColliding(false);
            this.setX(this.getX());
            this.setY(this.getY());

        }

        if (this.getX() <= 1) {
            this.setX(1);
        }
        if (this.getX() >= 400 - playerWidth) {
            this.setX(400 - playerWidth);
        }
        if (this.getY() <= 2) {
            this.setY(2);
        }
        if (this.getY() >= 400 - playerHeight ) {
            this.setY(400 - playerHeight);
        }
    }//Most simplist form of collision detection, stops pacman from leaving the JFrame

    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();


        if(key == KeyEvent.VK_LEFT ){
            dx = -speed;
            dy = 0;
        }
        if(key == KeyEvent.VK_RIGHT){
            dx = speed;
            dy = 0;
        }

        if(key == KeyEvent.VK_UP){
            dx = 0;
            dy = -speed;
        }
        if(key == KeyEvent.VK_DOWN){
            dx = 0;
            dy = speed;         
        }

        if(key == KeyEvent.VK_ESCAPE){
            System.exit(0);
        }   
    }



    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();
        if(key == KeyEvent.VK_LEFT){
            dy = 0;     
        }
        if(key == KeyEvent.VK_RIGHT){
            dy = 0;         
        }
        if(key == KeyEvent.VK_UP){
            dx = 0;         
        }
        if(key == KeyEvent.VK_DOWN){
            dx = 0;         
        }       
    }//end of key release



    public Rectangle getPlayerBox() {
        return playerBox;
    }




    public void setPlayerBox(Rectangle playerBox) {
        this.playerBox = playerBox;
    }


    public boolean isColliding() {
        return isColliding;
    }


    public void setColliding(boolean isColliding) {
        this.isColliding = isColliding;
    }


}// end of class

看起來會發生什么是玩家進入導致碰撞的圖塊,並且isColliding設置為 true。 游戲更新的下一次迭代調用檢查玩家isColliding布爾值的移動代碼。 該條件為真,並且不會發生任何移動。 接下來,檢查碰撞並且我們還沒有移出導致碰撞的瓦片,所以我們被卡在了這個瓦片中。

我建議當碰撞發生時,玩家剛好離開碰撞圖塊。

我們知道玩家移動的方向,因此我們可以使用相反的方向(將dxdy乘以-1 )將玩家移出碰撞瓷磚。

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