我一直在从事Breakout游戏,除了砖块碰撞以外,几乎所有工作都已完成。球从墙,桨和砖弹起。但是,当球反弹到砖头时,砖头不会消失。我真的很坚持。任何想法都将不胜感激。
我所拥有的砖块,球类和主要班级:
砖类:
import java.awt.*;
import java.applet.*;
public class Brick2{
private int x;
private int y;
public Brick2(int X, int Y){
x =X;
y=Y;
}
public void update(Ball ba){
collision(ba);
}
public void collision(Ball ba){
int bX = ba.getX();
int bY = ba.getY();
int bHeight = ba.getImageHeight();
int bWidth = ba.getImageWidth();
for(int x=0; x <= 600; x+=55){
for (int y=0; y<= 100; y+=25){
if (bX-bWidth<=x && bX+bWidth>=x && bY-bHeight<=y && bY+bHeight>=y){
ba.setXVel(6);
}
}
}
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public void paint(Graphics g){
for(int x=0; x <= 800; x+=55){
for (int y=0; y<= 100; y+=25){
g.setColor(Color.RED);
g.fillRect(x,y,50,20);
}
}
}
}
球类:
import java.awt.*;
import java.applet.*;
public class Ball {
private int x=355 ;
private int y=200;
private int speed = 6;
private int xVel = -speed;
private int yVel = speed;
private boolean gameOver = false;
private Image ball;
public Ball (Breakout bR){
ball = bR.getImage(bR.getDocumentBase(),"ball.png");
}
public void update(Breakout bR, Paddle p){
x += xVel;
y += yVel;
if (x < 0){
xVel = speed;
}
else if (x > bR.getWidth()){
xVel = -speed;
}
if(y > bR.getHeight()){
gameOver = true;
}
else if (y < 0){
yVel = speed;
}
collision(p);
}
public void collision(Paddle p){
int pX = p.getX();
int pY = p.getY();
int pHeight = p.getImageHeight();
int pWidth = p.getImageWidth();
if (pX<=x && pX+pWidth>=x && pY-pHeight<=y && pY+pHeight>=y){
yVel = -speed;
}
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getImageWidth(){
return ball.getWidth(null);
}
public int getImageHeight(){
return ball.getHeight(null);
}
public void setXVel(int xv){
yVel = xv;
}
public void paint (Graphics g, Breakout bR){
g.drawImage(ball,x,y,bR);
if (gameOver){
g.setColor(Color.WHITE);
g.drawString("Game Over", 100,300);
}
}
}
主类:
import java.applet.*;
import java.awt.*;
public class Breakout extends Applet implements Runnable{
Thread thread = new Thread(this);
boolean running = true;
//Brick b;
Brick2 b2;
Paddle p;
Ball ba;
Image dbImage;
Graphics dbg;
public void init(){
setSize(800,600);
//b = new Brick(this);
b2 = new Brick2(0,0);
p = new Paddle(this);
ba = new Ball(this);
}
public void start(){
thread.start();
}
public void destroy(){
running = false;
}
public void stop(){
running = false;
}
public void run(){
while(running){
//b.update(this,ba);
b2.update(ba);
p.update(this);
ba.update(this,p);
repaint();
try{
thread.sleep(20);
}
catch (InterruptedException e){
System.out.println("AN ERROR HAS OCCURED");
}
}
}
public void update(Graphics g, Brick2 b){
dbImage = createImage(getWidth(),getHeight());
dbg = dbImage.getGraphics();
paint(dbg);
g.drawImage(dbImage,0,0,this);
}
public void paint(Graphics g){
g.fillRect(0,0,800,600);
//b.paint(g,this);
b2.paint(g);
p.paint(g,this);
ba.paint(g,this);
}
}
谢谢你的帮助。
最佳答案
您可以在boolean isDestroyed = false
中添加Brick Class
。一旦Ball
触摸了Brick
(在您的collision()
方法中),请设置isDestroyed = true
并停止与该Brick
绘图/交互:)不要忘记制作该brick = null
以便释放内存。以后:)
最好的方法是将布尔值isDestroyed创建为私有变量,并使用isDestroyed方法获取其值:
public class Brick2 {
private boolean isDestroyed = false;
public boolean isDestroyed() {
return isDestroyed;
}
public void setIsDestroyed(boolean newValue) {
isDestroyed = newValue;
}
}
然后,在您的Main类中,在调用b2.paint()之前,检查b2.isDestroyed是否返回true:
public class Breakout...{
public void paint(...) {
if(b2 != null && !b2.isDestroyed())
b2.paint(g);
else
b2 = null;
}
但是,如果我是您,我将创建一个
ArrayList
的Bricks
并通过ArrayList添加/删除它们。通过这种方式,它们将更易于管理:) Hola,如果您还有其他需要。