我正在制作自己的mario版本。我遇到的一个问题是如何做游戏的侧滚动部分。但是我不太了解如何将imageableX和imageableY实现到世界展示中。
任何帮助将非常感激!这是我到目前为止所拥有的:
public class World extends JPanel implements Runnable, KeyListener{
private static final int BEGINNING_X = 0, ENDING_X = 10000;
private static final int TOP_Y = 0, BOTTOM_Y = 5000;
private boolean inGame = false;
private Player player;
//set up a new world with a player
public World(Player player){
inGame = true;
this.player = player;
}
@Override
public void paintComponent(Graphics g){
super.paintComponent(g);
//the world size
g.drawRect(0, 0, BEGINNING_X, ENDING_X);
}
//check to see if the new x postition is valid on the game board
public boolean isValidXPosition(double x){
if(x < BEGINNING_X || x > ENDING_X){
return false;
}
return true;
}
public double imageableStartX(Player player){
if(player.returnX() - 100 <= BEGINNING_X)
return BEGINNING_X;
else
return player.returnX() - 100;
}
public double imageableTopY(Player player){
if(player.returnY()-100 <= BOTTOM_Y)
return BOTTOM_Y;
else
return BOTTOM_Y - 100;
}
public double imageableEndX(Player player){
if(player.returnX() + 200 <= ENDING_X)
return ENDING_X;
else
return player.getX() + 200;
}
public double imageableBottomY(Player player){
if(player.returnY()+100 >= BOTTOM_Y)
return BOTTOM_Y;
else
return BOTTOM_Y + 100;
}
public void run() {
while(inGame){
//TODO run game code
}
}
public void keyTyped(KeyEvent e) {}
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_RIGHT){
player.moveRight();
}
if(e.getKeyCode() == KeyEvent.VK_LEFT){
player.moveLeft();
}
if(e.getKeyCode() == KeyEvent.VK_SPACE){
player.setSprint(true);
}
if(e.getKeyCode() == KeyEvent.VK_UP){
player.Jump();
}
}
public void keyReleased(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_UP){
player.Descend();
player.setFalling(true);
}
if(e.getKeyCode() == KeyEvent.VK_SPACE){
player.setSprint(false);
}
}
}
最佳答案
您可能会发现,更容易在paintComponent()方法中实现X和Y位置定义,而不是将流程抽象为其他方法并每次都传递Player对象。尝试为视口尺寸定义常量(VIEWPORT_WIDTH,VIEWPORT_HEIGHT等)。在paintComponent()方法中,将其与玩家的坐标一起引用以将您的角色放置在屏幕上。还要确保使用相对坐标:
// center the screen on the player, though you can modify it to do otherwise
int viewportX = player.returnX() - VIEWPORT_WIDTH/2;
int viewportY = player.returnY() - VIEWPORT_HEIGHT/2;
g.setColor(Color.WHITE);
g.fillRect(viewportX, viewportY, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
如果您希望视口始终存在于世界中,即使您的角色移动到屏幕边缘,也可以正常进行所有位置计算,但在实际绘制任何内容之前要进行一些检查,以便进行更改到您的视口位置,以防它碰巧脱离屏幕。
祝好运。