我正在制作一个基本的太空侵略者游戏。我从LWJGL .zip文件中获得了所有资源(我不使用LWJGL库来创建游戏,只是从中获得图片等。)无论如何,每当我在键盘上按“空格”时,KeyListener都会创建一个新的我的船开火的子弹。但是,我不知道如何绘制项目符号图像,因为我的KeyListener不会传递图形对象,因此您需要绘制一个图像。导致问题的代码是“ Shot”构造函数中的“ drawImage”方法。这是我的代码:

    public class KeyTyped{

    public void keyESC(){
        Screen.isRunning = false;
    }

    public void keyLEFT() {
        Screen.shipPosX -= 10;

    }

    public void keyRIGHT() {
        Screen.shipPosX += 10;

    }
    //This is automatically called from my KeyListener whenever i
    //press the spacebar
    public void keySPACE(){
        if(!spacePressed){
            ShotHandler.scheduleNewShot();
        }else{
            return;
        }
    }


}


公共类ShotHandler {

public static int shotX = Screen.shipPosX;
public static int shotY = Screen.shipPosY + 25;




public static void scheduleNewShot() {
    //All this does is set a boolean to 'false', not allowing you to fire any more shots until a second has passed.
    new ShotScheduler(1);


    new Shot(25);
}


}

公共类Shot扩展了ShotHandler {

public Shot(int par1){

    //This is my own method to draw a image. The first parameter is the graphics object that i need to draw.
    GUI.drawImage(*????????*, "res/spaceinvaders/shot.gif", ShotHandler.shotX, ShotHandler.shotY);

}
            //Dont worry about this, i was just testing something
    for(int i = 0; i <= par1; i++){
        ShotHandler.shotY++;
    }
}


}

谢谢你们!任何帮助将不胜感激!

最佳答案

您将需要将“项目符号”的位置存储在某个位置,然后在paintComponent(Graphics g)方法中访问该状态。确实,应该将其排除在外。使您的Shot类看起来像这样:

public class Shot {
    private Point location; // Could be Point2D or whatever class you need

    public Shot(Point initLocation) {
        this.location = initLocation;
    }

    // Add getter and setter for location

    public void draw(Graphics g) {
        // put your drawing code here, based on location
    }
 }


然后在您的按键方法中

public void keySPACE(){
    // Add a new shot to a list or variable somewhere
    // WARNING: You're getting into multithreading territory.
    // You may want to use a synchronized list.
    yourJPanelVar.repaint();
}


然后,您将扩展JPanel并覆盖paintComponent

public class GameScreen extends JPanel {
    public paintComponent(Graphics g) {
        for (shot : yourListOfShots) {
             shot.draw(g);
        }
        // And draw your ship and whatever else you need
    }
 }


这是基本思想。希望现在有意义。我想您可以将Shot的绘图代码移动到其他地方,但是为了简单起见,我只是停留在Shot类本身上。

我将注意到上面我有一些非常凌乱的代码。查看MVC模式。它使状态抽象更加清晰(将状态与显示代码分离)。

09-26 06:48