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所以我有一個Java swing應用程序,其中有一個太空船獲取旋轉角度,然後在該方向加速(在其軸上旋轉並移動到前端船是)。我遇到麻煩的事情是,當它指向與之前方向相反的方向時,使船減速。Java「小行星」像遊戲 - 減速船
What Happens and what I need to fix
如果你看一下圖片,你會看到,當我嘗試通過在完全相反的方向轉動,以彌補我的速度,速度增加了,什麼我需要做的就是有一個如果船舶正在補償其先前的速度,則可以降低速度。
例1:
import java.util.Set;
/**
* Created by griffin on 12/7/2015.
*/
public class Example1 extends JPanel {
public enum Input {
ROTATE_LEFT,
ROTATE_RIGHT,
UP,
DOWN
}
private final int B_WIDTH = 640;
private final int B_HEIGHT = 480;
private Set<Input> inputs;
Ship player = new Ship(320, 240);
public Example1() {
initExample1();
}
private void initExample1() {
inputs = new HashSet<>(25);
setFocusable(true);
setBackground(Color.BLACK);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
addKeyBinding("rotate-left", KeyEvent.VK_A, Input.ROTATE_LEFT);
addKeyBinding("rotate-right", KeyEvent.VK_D, Input.ROTATE_RIGHT);
addKeyBinding("up", KeyEvent.VK_W, Input.UP);
addKeyBinding("down", KeyEvent.VK_S, Input.DOWN);
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent actionEvent) {
if (inputs.contains(Input.ROTATE_LEFT)) {
player.angle -= 5;
}
if (inputs.contains(Input.UP)) {
player.thrust = true;
player.moveForwards();
}
else
player.moveForwards();
if (inputs.contains(Input.ROTATE_RIGHT)) {
player.angle += 5;
}
player.checkAngle();
player.screenWrap();
repaint();
}
});
timer.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.WHITE);
g2d.drawString("Speed " + (int) player.speed, 15, 15);
AffineTransform old = AffineTransform.getTranslateInstance(player.x, player.y);
old.rotate(Math.toRadians(player.angle), player.getWidth()/2, player.getHeight()/2);
g2d.setTransform(old);
g2d.drawImage(player.ship, 0, 0, this);
Toolkit.getDefaultToolkit().sync();
}
private void addKeyBinding(String name, int keyCode, Input input) {
InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = getActionMap();
inputMap.put(KeyStroke.getKeyStroke(keyCode, 0, false), name + ".pressed");
actionMap.put(name + ".pressed", new InputAction(input, true));
inputMap.put(KeyStroke.getKeyStroke(keyCode, 0, true), name + ".released");
actionMap.put(name + ".released", new InputAction(input, false));
}
private class InputAction extends AbstractAction {
private Input input;
private boolean pressed;
public InputAction(Input input, boolean pressed) {
this.input = input;
this.pressed = pressed;
}
@Override
public void actionPerformed(ActionEvent e) {
if (pressed) {
inputs.add(input);
} else {
inputs.remove(input);
}
}
}
}
船舶:
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.io.File;
/**
* Created by griffin on 12/7/2015.
*/
public class Ship {
float directionX, directionY;
boolean thrust = false;
int x, y;
float speed = 1;
int angle = 0, vAngle = 0;
BufferedImage ship;
private String path = "rocketc.png";
public Ship(int x, int y) {
this.x = x;
this.y = y;
getImage();
}
private void getImage() {
try {
ship = ImageIO.read(new File(path));
} catch (Exception e) {
e.printStackTrace();
}
}
public int getWidth() {
return ship.getWidth();
}
public int getHeight() {
return ship.getHeight();
}
public void moveForwards() {
directionX = (float) (Math.cos(Math.toRadians(vAngle))) * speed;
directionY = (float) (Math.sin(Math.toRadians(vAngle))) * speed;
if (thrust) {
speed++;
vAngle = angle;
thrust = false;
}
x -= directionX;
y -= directionY;
}
public void checkAngle() {
if (angle > 360) {
angle = 0;
}
if (angle < 0) {
angle = 360;
}
}
public void screenWrap() {
if (x > 640) {
x = 0;
}
if (x < 0) {
x = 640;
}
if (y > 480) {
y = 0;
}
if (y < 0) {
y = 480;
}
}
}
好的,玩家的方向應該影響玩家速度的增量。也就是說,如果他們在推力的相反方向轉動180度,那麼您需要降低速度,而不是增加速度。如果他們轉過90度,那麼你需要在一個方向上降低速度,同時增加新方向的速度......並且我的頭部內爆的位置是 – MadProgrammer
是的,這很難弄清楚。我碰到了牆壁,我不確定如何解決這個問題... – galmquist
你需要深入研究一些基本的(?)物理......因此我的頭部崩潰的原因 – MadProgrammer