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我有4个班级(Core,GameMain,Spriter,Character)
-GameMain扩展了核心(核心>> GameMain)
-角色扩展了Spriter(Spriter >>角色)

如果我调用-b.get ...()-没有在Character中覆盖它们的方法,则会得到NullPointerException(它们最初位于Spriter中,我是从GameMain通过Character调用它们的)。

我在Core中制作了Character对象,并将其放在ArrayList中

public abstract class Core {
  ArrayList<Character> mon = new ArrayList<Character>();
  void gameloop(){
     while(running){
       //some code
       while(mon.size() < 2){
          mon.add(new Character(blk_1,5,1));// Character(Spriter, Long, Long){}
       }
       draw(g);
     }
  }
}


然后在GameMain内部,我调用了最初在Spriter内部的方法,但我通过Character调用了它。

public class GameMain extends Core{
  public  void draw(Graphics2D g){
     for(Character b : mon){ //mon is the ArrayList<Character>

        if(test.getCoordY() <= b.getCoordY() - (b.getHeight()/2)){ //<<<< NullPointerException caused by these two Methods , test is a Spriter class

            g.drawImage(chChange(), Math.round(test.getX()), Math.round(test.getY()), test.getWidth(), (test.getHeight()), null);
            g.drawImage(b.getImage(), Math.round(b.getX()), Math.round(b.getY()), null);

        }else {
            g.drawImage(b.getImage(), Math.round(b.getX()), Math.round(b.getY()), null);
            g.drawImage(chChange(), Math.round(test.getX()), Math.round(test.getY()), null);
        }
     }
   }
}


这是Spriter方法,除非我重写它,否则会得到错误。

public class Spriter {
   Spriter(Image i){
      this.i = i;
      scenes = new ArrayList();

   }

   Spriter(){
      scenes = new ArrayList();
      start();
   }

   public int getHeight(){
    return i.getHeight(null);
   }
   public float getCoordY(){
      float cy;
      cy = y + i.getHeight(null); //<<<< NullPointerException happens here, Image i;
      return cy;
   }

   public void setX(float x){
    this.x = x;
   }

   public void setY(float y){
    this.y = y;
   }
   // other similar Methods but no problem with them
   //-------------------------------------- Animation Part ----------------------------------------------

public synchronized void addScene(Image i,long t){
    total_t+=t;
    scenes.add(new oneScene(i, total_t));
}

//start animation
public synchronized void start(){
    mov_time = 0;
    scn_indx = 0;
}

    // get current scene
public synchronized Image getAnimeImage(){
    if(scenes.size()==0){
        return null;
    }else{
        return getScene(scn_indx).pic;
    }
}


//get the scene
private oneScene getScene(int x){
    return (oneScene)scenes.get(x);
}


 private class oneScene{
    Image pic;
    long endTime;

    public oneScene(Image pic, long endTime){
        this.pic = pic;
        this.endTime = endTime;

    }
}
}


如果我这样做它会工作:

public class Character extends Spriter{
  public Character(Spriter s, long health, long power) {
     this.s = s;
     this.health = health;
     this.power = power;

     s.setX(randomY());
     s.setY(randomY());
  }

  public float getCoordY(){
     return s.getCoordY();
  }

  public float getHeight(){
     return s.getgetHeight();
  }
  //some other methods for health and power
}


但是如果我这样做它可以工作(它已经给了错误但是如何避免):

public class Character extends Spriter{
  public Character(Spriter s, long health, long power) {
      this.s = s;
      this.health = health;
      this.power = power;

      s.setX(randomY()); //setting x for the dynamiclly generated Character Object
      s.setY(randomY()); // same for y
  }

  //some methods for power and health
}


将x,y设置为测试(它是sprite,效果很好)

public class GameMain extends Core{
  public void init(){
    test.setX(500); test.setY(488);
  }

  public  void draw(Graphics2D g){
    //the above code
  }
}


如果它们完全相同,我看不到覆盖它们的意义。

最佳答案

您的问题是,创建Character时,您正在调用Spriter的no-arg构造函数,而不是带有Image参数的构造函数。这意味着您的形象永不动摇;这就是为什么您有空指针异常的原因。

您可能应该在Image的构造函数参数中添加Character,并将其传递给超类构造函数,如下所示。

public Character(Spriter s, long health, long power, Image img) {
    super(img);

    // and so on.


@ElliottFrisch-我很抱歉,如果您要这样回答。我不是要重复;我只是不确定那是否是您的意思。无论如何,这绝对是问题所在。

10-07 21:49