Java矩形碰撞检测混淆 [英] Java rectangle collision detection confusion

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问题描述

我使用Bucky的光滑Java教程制作了一个简单的2D状态更改游戏,我修改了这个游戏,现在想在地图上设置碰撞,这样我的玩家就无法通过地图上的房子。我想我对冲突的工作原理有所了解:

I have made a simple 2D state change game using Bucky's slick Java tutorials, I modified this game and now want to set collisions on the map so that my player can not go through the house on the map. I think I kind of have a idea of how collisions work:

你使用以下代码制作2个矩形:

you make 2 rectangles using the following code:

public Rectangle getBounds() {
 return new Rectangle(x, y, width, height);

}

1适用于玩家和1为障碍物,我怎么把它放到我的代码中?我怎么告诉java障碍物的矩形与玩家矩形不同?

1 for the player and 1 for the obstacle, how would I put this into my code and how would I tell java that the rectangle for the obstacle is different to the player rectangle?

然后制作2个矩形我会设置一个if语句,如果相交就会这样做......

Then after making the 2 rectangles I would set up a if statement saying something like if intersects do this...

希望在此之后我觉得它会起作用。关于游戏的一些更多信息,它是一个状态改变游戏,它有一些方法,如init,渲染和更新的方法(我在哪里放置我的矩形和if语句,在更新方法中?),它还是一个顶上视图游戏有点像口袋妖怪,如果这有帮助。如果您需要我的代码,请询问,我现在不想让它过度拥挤这篇文章。

Hopefully after this I think it would work. Some more information on the game, it being a state change game it has a few methods, methods like init, render and update (where do I place my rectangles and if statements, in the update method?) also, its a overhead view game kind of like pokemon if that helps. If you require my code please ask, I did not want to put it on now to overcrowd this post.

Edit1:

package javagame;

import org.newdawn.slick.*;
import org.newdawn.slick.state.*;

public class Play extends BasicGameState{

    Animation bucky, movingUp, movingDown, movingLeft, movingRight, movingBL, movingBR, movingFL, movingFR;
    Image worldMap;
    boolean quit = false;//gives user to quit the game
    int[] duration = {200, 200};//how long frame stays up for
    float buckyPositionX = 0;
    float buckyPositionY = 0;
    float shiftX = buckyPositionX + 320;//keeps user in the middle of the screem
    float shiftY = buckyPositionY + 160;//the numbers are half of the screen size

    public Play(int state){
    }   
    public void init(GameContainer gc, StateBasedGame sbg) throws SlickException{
          worldMap = new Image("res/world.png");
          Image[] walkUp = {new Image("res/b.png"), new Image("res/b.png")}; //these are the images to be used in the "walkUp" animation
          Image[] walkDown = {new Image("res/f.png"), new Image("res/f.png")};
          Image[] walkLeft = {new Image("res/l.png"), new Image("res/l.png")};
          Image[] walkRight = {new Image("res/r.png"), new Image("res/r.png")};
          Image[] walkBL = {new Image("res/bl.png"), new Image("res/bl.png")};
          Image[] walkBR = {new Image("res/br.png"), new Image("res/br.png")};
          Image[] walkFL = {new Image("res/fl.png"), new Image("res/fl.png")};
          Image[] walkFR = {new Image("res/fr.png"), new Image("res/fr.png")};

    movingUp = new Animation(walkUp, duration, false);
    movingDown = new Animation(walkDown, duration, false);  
    movingLeft = new Animation(walkLeft, duration, false);  
    movingRight = new Animation(walkRight, duration, false);
    movingBL = new Animation(walkBL, duration, false);
    movingBR = new Animation(walkBR, duration, false);
    movingFL = new Animation(walkFL, duration, false);
    movingFR = new Animation(walkFR, duration, false);
    bucky = movingDown;//facing screen initially on startup
    }


    public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException{
    worldMap.draw(buckyPositionX, buckyPositionY);//position 0,0
    bucky.draw(shiftX, shiftY);//makes him appear at center of map
    g.drawString("Suraj's X: "+buckyPositionX+"\nSuraj's Y: "+buckyPositionY,400,20);//tells us the position

    if(quit==true){
        g.drawString("Resume(R)", 250, 100);
        g.drawString("Main(M)", 250, 150);
        g.drawString("Quit Game(Q)", 250, 200);
        if(quit==false){
            g.clear();//wipe off everything from screen
        }
    }
    }

    public void update(GameContainer gc, StateBasedGame sbg, int delta)throws SlickException{
    Input input = gc.getInput();
    //up
    if(input.isKeyDown(Input.KEY_UP)){
        bucky = movingUp;//changes the image to his back
        buckyPositionY += 10;;//increase the Y coordinates of bucky (move him up)
        if(buckyPositionY>162){//if I reach the top 
            buckyPositionY -= 10;//stops any further movement in that direction
        }
    }

    //down
    if(input.isKeyDown(Input.KEY_DOWN)){
        bucky = movingDown;
        buckyPositionY -= 10;
        if(buckyPositionY<-600){
            buckyPositionY += 10;//basically change the direction if + make -
    }}
    //left
    if(input.isKeyDown(Input.KEY_LEFT)){
        bucky = movingLeft;
        buckyPositionX += 10;
        if(buckyPositionX>324){
            buckyPositionX -= 10;//delta * .1f
    }}
    //right
    if(input.isKeyDown(Input.KEY_RIGHT)){
        bucky = movingRight;
        buckyPositionX -= 10;
        if(buckyPositionX<-840){
            buckyPositionX += 10;
    }}




    //2 key combos start here
    if(input.isKeyDown(Input.KEY_RIGHT) && input.isKeyDown(Input.KEY_UP)){
        bucky = movingBR;
        buckyPositionX -= delta * .1f;
        if(buckyPositionX<-840){
            buckyPositionX += delta * .1f;
            if(buckyPositionY>162){
                buckyPositionY -= delta * .1f;
            }}}
    if(input.isKeyDown(Input.KEY_LEFT) && input.isKeyDown(Input.KEY_UP)){
        bucky = movingBL;
        buckyPositionX -= delta * .1f;
        if(buckyPositionX>324){
            buckyPositionX -= delta * .1f;
            if(buckyPositionY>162){
                buckyPositionY -= delta * .1f;
            }}}
    if(input.isKeyDown(Input.KEY_RIGHT) && input.isKeyDown(Input.KEY_DOWN)){
        bucky = movingFR;
        buckyPositionX -= delta * .1f;
        if(buckyPositionY<-600){
            buckyPositionY += delta * .1f;
            if(buckyPositionX<-840){
                buckyPositionX += delta * .1f;
            }}}
    if(input.isKeyDown(Input.KEY_LEFT) && input.isKeyDown(Input.KEY_DOWN)){
        bucky = movingFL;
        buckyPositionX -= delta * .1f;
        if(buckyPositionY<-600){
            buckyPositionY += delta * .1f;
            if(buckyPositionX>324){
                buckyPositionX -= delta * .1f;
            }}}

     //escape
    if(input.isKeyDown(Input.KEY_ESCAPE)){
        quit=true;
    }
    //when the menu is up
    if(quit==true){//is the menu on the screen
        if(input.isKeyDown(Input.KEY_R)){
            quit = false;//resumes the game, makes menu dissapear
        }
        if(input.isKeyDown(Input.KEY_M)){
            sbg.enterState(0);//takes you to the main menu
        }
        if(input.isKeyDown(Input.KEY_Q)){
            System.exit(0);//quits the game
        }
    }

}

    public int getID(){
        return 1;
    }
}

这是我的Play课程,唯一的另外2个课程我有主菜单和菜单,我无法想象矩形方法是在主菜单或菜单类中进行的,所以剩下的唯一一个是Play,但我不明白如何制作2个不同的矩形(一个用于播放器,另一个用于播放器)在我到目前为止所做的代码中。如果你需要我的主菜单和我的菜单类,请告诉我。

This is my Play class, the only other 2 class's I have are the main and the menu, I cant imagine the rectangle methods being made in the main or menu class so the only one left is the Play, but I dont understand how to make 2 different Rectangles (one for the player the other for the house) in the code I have done so far. If you require my main and my menu class please tell me.

编辑3:

我试过了什么你已经说过并制作了一个Rectanglebase类,并把你发布的if sattement放在那里但是我遇到了错误,它要求我在我的播放器类中为getX和getY创建一个方法也是公共的,因为构造函数也没有错误:

I have tried what you have said and made a Rectanglebase class and put the if sattement you had posted inside there but am getting errors, it is asking me to make a method for getX and getY in my player class also the public in fornt of the constructor also has a error:

public Rectanglebase{}//the public is saying syntax error

我也像你说的那样建立了一个家庭和玩家类,但我对它需要放入的内容感到有点困惑,我把它归入Home类:

I also made a Home and Player class like you had said but am a bit confused on what I need to put in it, I put under the Home class:

return Rectangle(100,100,100,100);

但是我收到错误,我不确定我是否正确。
另外,在x,y的玩家类中,我如何设置我的Play类的浮点变量?

but am getting errors, I am not sure if I did this correct or not. Also, in the player class for the x,y positions how would I set my float variables from my Play class for my player?

推荐答案

以下是游戏循环 / 游戏逻辑碰撞检测的示例,通过 Rectangle2D# intersects(..)方法。

Here is an example of a Game Loop / Game Logic and collision detection via Rectangle2D#intersects(..) method .

它使用 JPanel 来绘制所有内容 Rectangle2D 用于实体类(这是需要绘制到 GamePanel <的任何对象/ code>这是我们的JPanel,其中包含所有内容。)

It uses JPanel to draw everything on and Rectangle2D is used for Entity class (which is any object needed to be drawn to GamePanel which is our JPanel where everything is drawn).

updateGame()方法是你会在哪里找到碰撞检查:

The updateGame() method is where you will find the collision checking:

    private void updateGame() {

        if (entities.get(0).intersects(entities.get(1))) {
            System.out.println("Intersecting");
        }
         ....
    }

你是 Player 1 并移动 W A S D 。当您与 Player 2 相交时, println()将确认交叉点。

You are Player 1 and move with W,A,S,D. When you intersect Player 2, a println() will confirm the intersection.

GameLogic.java:

GameLogic.java:

import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.concurrent.atomic.AtomicBoolean;
import javax.swing.AbstractAction;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.SwingUtilities;

/**
 *
 * @author David Kroukamp
 */
public class GameLogic {

    public GameLogic() {
        initComponents();
    }
    final GamePanel gp = new GamePanel(500, 500);

    private void initComponents() {

        JFrame frame = new JFrame();
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

        Entity entity1 = new Entity(100, 100, 100, 100, createWhiteImage());
        Entity entity2 = new Entity(300, 200, 100, 100, createBlackImage());

        gp.addEntity(entity1);
        gp.addEntity(entity2);//just a standing still JPanel

        setGamePanelKeyBindings(gp, entity1);

        frame.add(gp);

        frame.pack();
        frame.setVisible(true);

        //start the game loop which will repaint the screen
        runGameLoop();
    }
    //Starts a new thread and runs the game loop in it.

    public void runGameLoop() {
        Thread loop = new Thread(new Runnable() {
            @Override
            public void run() {
                gp.running.set(true);
                gp.gameLoop();
            }
        });
        loop.start();
    }

    private void setGamePanelKeyBindings(GamePanel gp, final Entity entity) {
        gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("D"), "D pressed");
        gp.getActionMap().put("D pressed", new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent ae) {
                entity.RIGHT = true;
            }
        });

        gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("A"), "A pressed");
        gp.getActionMap().put("A pressed", new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent ae) {
                entity.LEFT = true;
            }
        });

        gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("W"), "W pressed");
        gp.getActionMap().put("W pressed", new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent ae) {
                entity.UP = true;
            }
        });

        gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("S"), "S pressed");
        gp.getActionMap().put("S pressed", new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent ae) {
                entity.DOWN = true;
            }
        });
        gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released D"), "D released");
        gp.getActionMap().put("D released", new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent ae) {
                entity.RIGHT = false;
            }
        });

        gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released A"), "A released");
        gp.getActionMap().put("A released", new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent ae) {
                entity.LEFT = false;
            }
        });

        gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released W"), "W released");
        gp.getActionMap().put("W released", new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent ae) {
                entity.UP = false;
            }
        });

        gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released S"), "S released");
        gp.getActionMap().put("S released", new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent ae) {
                entity.DOWN = false;
            }
        });
    }

    public static void main(String[] args) {
        SwingUtilities.invokeLater(new Runnable() {
            @Override
            public void run() {
                new GameLogic();
            }
        });
    }

    private BufferedImage createWhiteImage() {
        BufferedImage img = new BufferedImage(100, 100, BufferedImage.TYPE_INT_ARGB);
        Graphics2D g2 = img.createGraphics();
        g2.setColor(Color.WHITE);
        g2.fillRect(0, 0, img.getWidth(), img.getHeight());
        return img;
    }

    private BufferedImage createBlackImage() {
        BufferedImage img = new BufferedImage(100, 100, BufferedImage.TYPE_INT_ARGB);
        Graphics2D g2 = img.createGraphics();
        g2.setColor(Color.BLACK);
        g2.fillRect(0, 0, img.getWidth(), img.getHeight());
        return img;
    }
}

class Entity extends Rectangle2D.Double {

    private int speed = 5;
    public boolean UP = false,
            DOWN = false,
            LEFT = false,
            RIGHT = false;
    private final BufferedImage image;

    public Entity(int x, int y, int width, int height, BufferedImage image) {
        super(x, y, width, height);
        this.width = width;
        this.height = height;
        this.image = image;
    }

    public BufferedImage getImage() {
        return image;
    }

    public void move() {
        if (UP) {
            y -= speed;
        }
        if (DOWN) {
            y += speed;
        }
        if (LEFT) {
            x -= speed;
        }
        if (RIGHT) {
            x += speed;
        }

    }
}

class GamePanel extends JPanel {

    private int width, height;
    private int frameCount = 0;
    private int fps = 0;
    public static AtomicBoolean running = new AtomicBoolean(false), paused = new AtomicBoolean(false);
    final ArrayList<Entity> entities = new ArrayList<>();

    GamePanel(int w, int h) {
        super(true);
        setIgnoreRepaint(true);//mustnt repaint itself the gameloop will do that
        setLayout(null);
        width = w;
        height = h;
    }

    @Override
    public Dimension getPreferredSize() {
        return new Dimension(width, height);
    }

    public void addEntity(Entity e) {
        entities.add(e);
    }

    //Only run this in another Thread!
    public void gameLoop() {
        //This value would probably be stored elsewhere.
        final double GAME_HERTZ = 30.0;
        //Calculate how many ns each frame should take for our target game hertz.
        final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
        //At the very most we will update the game this many times before a new render.
        //If you're worried about visual hitches more than perfect timing, set this to 1.
        final int MAX_UPDATES_BEFORE_RENDER = 5;
        //We will need the last update time.
        double lastUpdateTime = System.nanoTime();
        //Store the last time we rendered.
        double lastRenderTime = System.nanoTime();

        //If we are able to get as high as this FPS, don't render again.
        final double TARGET_FPS = 60;
        final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;

        //Simple way of finding FPS.
        int lastSecondTime = (int) (lastUpdateTime / 1000000000);

        while (running.get()) {
            double now = System.nanoTime();
            int updateCount = 0;

            if (!paused.get()) {
                //Do as many game updates as we need to, potentially playing catchup.
                while (now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER) {
                    updateGame();
                    lastUpdateTime += TIME_BETWEEN_UPDATES;
                    updateCount++;
                }

                //If for some reason an update takes forever, we don't want to do an insane number of catchups.
                //If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
                if (now - lastUpdateTime > TIME_BETWEEN_UPDATES) {
                    lastUpdateTime = now - TIME_BETWEEN_UPDATES;
                }

                drawGame();
                lastRenderTime = now;

                //Update the frames we got.
                int thisSecond = (int) (lastUpdateTime / 1000000000);

                if (thisSecond > lastSecondTime) {
                    System.out.println("NEW SECOND " + thisSecond + " " + frameCount);
                    fps = frameCount;
                    frameCount = 0;
                    lastSecondTime = thisSecond;
                }

                //Yield until it has been at least the target time between renders. This saves the CPU from hogging.
                while (now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES) {
                    //allow the threading system to play threads that are waiting to run.
                    Thread.yield();

                    //This stops the app from consuming all your CPU. It makes this slightly less accurate, but is worth it.
                    //You can remove this line and it will still work (better), your CPU just climbs on certain OSes.
                    //FYI on some OS's this can cause pretty bad stuttering. Scroll down and have a look at different peoples' solutions to this.
                    //On my OS it does not unpuase the game if i take this away
                    try {
                        Thread.sleep(1);
                    } catch (Exception e) {
                    }

                    now = System.nanoTime();
                }
            }
        }
    }

    private void drawGame() {
        SwingUtilities.invokeLater(new Runnable() {
            @Override
            public void run() {
                repaint();
            }
        });
    }

    private void updateGame() {

        if (entities.get(0).intersects(entities.get(1))) {
            System.out.println("Intersecting");
        }

        for (Entity e : entities) {
            e.move();
        }
    }

    @Override
    protected void paintComponent(Graphics grphcs) {
        super.paintComponent(grphcs);
        Graphics2D g2d = (Graphics2D) grphcs;

        applyRenderHints(g2d);

        g2d.setColor(Color.GREEN);
        g2d.fillRect(0, 0, getWidth(), getHeight());

        for (Entity e : entities) {
            g2d.drawImage(e.getImage(), (int) e.getX(), (int) e.getY(), null);
        }

        g2d.setColor(Color.BLACK);
        g2d.drawString("FPS: " + fps, 5, 10);

        frameCount++;
    }
    private final static RenderingHints textRenderHints = new RenderingHints(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
    private final static RenderingHints imageRenderHints = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
    private final static RenderingHints colorRenderHints = new RenderingHints(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
    private final static RenderingHints interpolationRenderHints = new RenderingHints(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
    private final static RenderingHints renderHints = new RenderingHints(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);

    public static void applyRenderHints(Graphics2D g2d) {
        g2d.setRenderingHints(textRenderHints);
        g2d.setRenderingHints(imageRenderHints);
        g2d.setRenderingHints(colorRenderHints);
        g2d.setRenderingHints(interpolationRenderHints);
        g2d.setRenderingHints(renderHints);
    }
}

这篇关于Java矩形碰撞检测混淆的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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