将图像从一个地方移动到另一个地方
Move an image from one place to another
我有一个叫 enemy 的 class 和另一个叫 "goal" 的 class。目标是敌人必须向 "goal" 移动。所以我得到了 "goal" 的 X 和 Y 位置,但是当我在敌人 class 中实现它时,敌人应该移动但它没有。这是为什么?
这是我到目前为止所做的。
Main Class:
public class GameManager extends JFrame implements KeyListener {
private int canvasWidth;
private int canvasHeight;
private int borderLeft;
private int borderTop;
private BufferedImage canvas;
private Stage stage;
private Enemy[] enemies;
private Player player;
private Goal goal;
private Graphics gameGraphics;
private Graphics canvasGraphics;
private int numEnemies;
private boolean continueGame;
public static void main(String[] args) {
// During development, you can adjust the values provided in the brackets below
// as needed. However, your code must work with different/valid combinations
// of values.
GameManager managerObj = new GameManager(1980, 1280, 30);
}
public GameManager(int preferredWidth, int preferredHeight, int maxEnemies) {
this.borderLeft = getInsets().left;
this.borderTop = getInsets().top;
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
if (screenSize.width < preferredWidth)
this.canvasWidth = screenSize.width - getInsets().left - getInsets().right;
else
this.canvasWidth = preferredWidth - getInsets().left - getInsets().right;
if (screenSize.height < preferredHeight)
this.canvasHeight = screenSize.height - getInsets().top - getInsets().bottom;
else
this.canvasHeight = preferredHeight - getInsets().top - getInsets().bottom;
setSize(this.canvasWidth, this.canvasHeight);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
addKeyListener(this);
Random rng = new Random(2);
this.canvas = new BufferedImage(this.canvasWidth, this.canvasHeight, BufferedImage.TYPE_INT_RGB);
// Create a Stage object to hold the background images
this.stage = new Stage();
// Create a Goal object with its initial x and y coordinates
this.goal = new Goal(this.canvasWidth / 2, Math.abs(rng.nextInt()) % this.canvasHeight);
// Create a Player object with its initial x and y coordinates
this.player = new Player(this.canvasWidth - (Math.abs(rng.nextInt()) % (this.canvasWidth / 2)),
(Math.abs(rng.nextInt()) % this.canvasHeight));
// Create the Enemy objects, each with a reference to this (GameManager) object
// and their initial x and y coordinates.
this.numEnemies = maxEnemies;
this.enemies = new Enemy[this.numEnemies];
for (int i = 0; i < this.numEnemies; i++) {
this.enemies[i] = new Enemy(this, Math.abs(rng.nextInt()) % (this.canvasWidth / 4),
Math.abs(rng.nextInt()) % this.canvasHeight);
}
this.gameGraphics = getGraphics();
this.canvasGraphics = this.canvas.getGraphics();
this.continueGame = true;
while (this.continueGame) {
updateCanvas();
}
this.stage.setGameOverBackground();
updateCanvas();
}
public void updateCanvas() {
long start = System.nanoTime();
// If the player is alive, this should move the player in the direction of the
// key that has been pressed
// Note: See keyPressed and keyReleased methods in the GameManager class.
this.player.performAction();
// If the enemy is alive, the enemy must move towards the goal. The goal object
// is obtained via the GameManager object that is given at the time of creating
// an Enemy object.
// Note: The amount that the enemy moves must be much smaller than that of
// the player above or else the game becomes hard to play.
for (int i = 0; i < this.numEnemies; i++) {
this.enemies[i].performAction();
}
if ((Math.abs(this.goal.getX() - this.player.getX()) < (this.goal.getCurrentImage().getWidth() / 2))
&& (Math.abs(this.goal.getY() - this.player.getY()) < (this.goal.getCurrentImage().getWidth() / 2))) {
for (int i = 0; i < this.numEnemies; i++) {
// Sets the image of the enemy to the "dead" image and sets its status to
// indicate dead
this.enemies[i].die();
}
// Sets the image of the enemy to the "dead" image and sets its status to
// indicate dead
this.goal.die();
// Sets the background of the stage to the finished game background.
this.stage.setGameOverBackground();
this.continueGame = false;
}
// If an enemy is close to the goal, the player and goal die
int j = 0;
while (j < this.numEnemies) {
if ((Math.abs(this.goal.getX() - this.enemies[j].getX()) < (this.goal.getCurrentImage().getWidth() / 2))
&& (Math.abs(this.goal.getY() - this.enemies[j].getY()) < (this.goal.getCurrentImage().getWidth()
/ 2))) {
this.player.die();
this.goal.die();
this.stage.setGameOverBackground();
j = this.numEnemies;
this.continueGame = false;
}
j++;
}
try {
// Draw stage
this.canvasGraphics.drawImage(stage.getCurrentImage(), 0, 0, null);
// Draw player
this.canvasGraphics.drawImage(player.getCurrentImage(),
this.player.getX() - (this.player.getCurrentImage().getWidth() / 2),
this.player.getY() - (this.player.getCurrentImage().getHeight() / 2), null);
// Draw enemies
for (int i = 0; i < this.numEnemies; i++) {
this.canvasGraphics.drawImage(this.enemies[i].getCurrentImage(),
this.enemies[i].getX() - (this.enemies[i].getCurrentImage().getWidth() / 2),
this.enemies[i].getY() - (this.enemies[i].getCurrentImage().getHeight() / 2), null);
}
// Draw goal
this.canvasGraphics.drawImage(this.goal.getCurrentImage(),
this.goal.getX() - (this.goal.getCurrentImage().getWidth() / 2),
this.goal.getY() - (this.goal.getCurrentImage().getHeight() / 2), null);
} catch (Exception e) {
System.err.println(e.getMessage());
}
// Draw everything.
this.gameGraphics.drawImage(this.canvas, this.borderLeft, this.borderTop, this);
long end = System.nanoTime();
this.gameGraphics.drawString("FPS: " + String.format("%2d", (int) (1000000000.0 / (end - start))),
this.borderLeft + 50, this.borderTop + 50);
}
public Goal getGoal() {
return this.goal;
}
public void keyPressed(KeyEvent ke) {
// Below, the setKey method is used to tell the Player object which key is
// currently pressed.
// The Player object must keep track of the pressed key and use it for
// determining the direction
// to move.
if (ke.getKeyCode() == KeyEvent.VK_LEFT)
this.player.setKey('L', true);
if (ke.getKeyCode() == KeyEvent.VK_RIGHT)
this.player.setKey('R', true);
if (ke.getKeyCode() == KeyEvent.VK_UP)
this.player.setKey('U', true);
if (ke.getKeyCode() == KeyEvent.VK_DOWN)
this.player.setKey('D', true);
if (ke.getKeyCode() == KeyEvent.VK_ESCAPE)
this.continueGame = false;
}
@Override
public void keyReleased(KeyEvent ke) {
// Below, the setKey method is used to tell the Player object which key is
// currently released.
// The Player object must keep track of the pressed key and use it for
// determining the direction
// to move.
if (ke.getKeyCode() == KeyEvent.VK_LEFT)
this.player.setKey('L', false);
if (ke.getKeyCode() == KeyEvent.VK_RIGHT)
this.player.setKey('R', false);
if (ke.getKeyCode() == KeyEvent.VK_UP)
this.player.setKey('U', false);
if (ke.getKeyCode() == KeyEvent.VK_DOWN)
this.player.setKey('D', false);
}
@Override
public void keyTyped(KeyEvent ke) {
}
}
Player Class:
private int myX;
private int myY;
private char d;
public Player(int i, int j) {
// TODO Auto-generated constructor stub
try {
this.imageRunning = ImageIO.read(new File(
"/Users/Desktop/images/player-alive.png"));
this.imageOver = ImageIO.read(new File(
"/Users/Desktop/images/player-dead.png"));
} catch (IOException e) {
e.printStackTrace();
}
this.imageCurrent = this.imageRunning;
myX = i;
myY = j;
}
public void performAction() {
}
public int getX() {
return myX;
}
public int getY() {
return myY;
}
public BufferedImage getCurrentImage() {
return this.imageCurrent;
}
public void die() {
this.imageCurrent = this.imageOver;
}
public void setKey(char c, boolean b) {
}
您需要在组件上重新绘制图形:
gmY += 40;
repaint(); /* add this where you want to redraw */
这只是改变了变量 gmX
和 gmY
。而已。您需要在设置新的 gmX
和 gmY
值后更新框架。假设 frame
是你的 JFrame
对象,你需要这样的东西:
public void performAction() {
gmX += 40;
gmY += 40;
frame.repaint();
}
我有一个叫 enemy 的 class 和另一个叫 "goal" 的 class。目标是敌人必须向 "goal" 移动。所以我得到了 "goal" 的 X 和 Y 位置,但是当我在敌人 class 中实现它时,敌人应该移动但它没有。这是为什么? 这是我到目前为止所做的。
Main Class:
public class GameManager extends JFrame implements KeyListener {
private int canvasWidth;
private int canvasHeight;
private int borderLeft;
private int borderTop;
private BufferedImage canvas;
private Stage stage;
private Enemy[] enemies;
private Player player;
private Goal goal;
private Graphics gameGraphics;
private Graphics canvasGraphics;
private int numEnemies;
private boolean continueGame;
public static void main(String[] args) {
// During development, you can adjust the values provided in the brackets below
// as needed. However, your code must work with different/valid combinations
// of values.
GameManager managerObj = new GameManager(1980, 1280, 30);
}
public GameManager(int preferredWidth, int preferredHeight, int maxEnemies) {
this.borderLeft = getInsets().left;
this.borderTop = getInsets().top;
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
if (screenSize.width < preferredWidth)
this.canvasWidth = screenSize.width - getInsets().left - getInsets().right;
else
this.canvasWidth = preferredWidth - getInsets().left - getInsets().right;
if (screenSize.height < preferredHeight)
this.canvasHeight = screenSize.height - getInsets().top - getInsets().bottom;
else
this.canvasHeight = preferredHeight - getInsets().top - getInsets().bottom;
setSize(this.canvasWidth, this.canvasHeight);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
addKeyListener(this);
Random rng = new Random(2);
this.canvas = new BufferedImage(this.canvasWidth, this.canvasHeight, BufferedImage.TYPE_INT_RGB);
// Create a Stage object to hold the background images
this.stage = new Stage();
// Create a Goal object with its initial x and y coordinates
this.goal = new Goal(this.canvasWidth / 2, Math.abs(rng.nextInt()) % this.canvasHeight);
// Create a Player object with its initial x and y coordinates
this.player = new Player(this.canvasWidth - (Math.abs(rng.nextInt()) % (this.canvasWidth / 2)),
(Math.abs(rng.nextInt()) % this.canvasHeight));
// Create the Enemy objects, each with a reference to this (GameManager) object
// and their initial x and y coordinates.
this.numEnemies = maxEnemies;
this.enemies = new Enemy[this.numEnemies];
for (int i = 0; i < this.numEnemies; i++) {
this.enemies[i] = new Enemy(this, Math.abs(rng.nextInt()) % (this.canvasWidth / 4),
Math.abs(rng.nextInt()) % this.canvasHeight);
}
this.gameGraphics = getGraphics();
this.canvasGraphics = this.canvas.getGraphics();
this.continueGame = true;
while (this.continueGame) {
updateCanvas();
}
this.stage.setGameOverBackground();
updateCanvas();
}
public void updateCanvas() {
long start = System.nanoTime();
// If the player is alive, this should move the player in the direction of the
// key that has been pressed
// Note: See keyPressed and keyReleased methods in the GameManager class.
this.player.performAction();
// If the enemy is alive, the enemy must move towards the goal. The goal object
// is obtained via the GameManager object that is given at the time of creating
// an Enemy object.
// Note: The amount that the enemy moves must be much smaller than that of
// the player above or else the game becomes hard to play.
for (int i = 0; i < this.numEnemies; i++) {
this.enemies[i].performAction();
}
if ((Math.abs(this.goal.getX() - this.player.getX()) < (this.goal.getCurrentImage().getWidth() / 2))
&& (Math.abs(this.goal.getY() - this.player.getY()) < (this.goal.getCurrentImage().getWidth() / 2))) {
for (int i = 0; i < this.numEnemies; i++) {
// Sets the image of the enemy to the "dead" image and sets its status to
// indicate dead
this.enemies[i].die();
}
// Sets the image of the enemy to the "dead" image and sets its status to
// indicate dead
this.goal.die();
// Sets the background of the stage to the finished game background.
this.stage.setGameOverBackground();
this.continueGame = false;
}
// If an enemy is close to the goal, the player and goal die
int j = 0;
while (j < this.numEnemies) {
if ((Math.abs(this.goal.getX() - this.enemies[j].getX()) < (this.goal.getCurrentImage().getWidth() / 2))
&& (Math.abs(this.goal.getY() - this.enemies[j].getY()) < (this.goal.getCurrentImage().getWidth()
/ 2))) {
this.player.die();
this.goal.die();
this.stage.setGameOverBackground();
j = this.numEnemies;
this.continueGame = false;
}
j++;
}
try {
// Draw stage
this.canvasGraphics.drawImage(stage.getCurrentImage(), 0, 0, null);
// Draw player
this.canvasGraphics.drawImage(player.getCurrentImage(),
this.player.getX() - (this.player.getCurrentImage().getWidth() / 2),
this.player.getY() - (this.player.getCurrentImage().getHeight() / 2), null);
// Draw enemies
for (int i = 0; i < this.numEnemies; i++) {
this.canvasGraphics.drawImage(this.enemies[i].getCurrentImage(),
this.enemies[i].getX() - (this.enemies[i].getCurrentImage().getWidth() / 2),
this.enemies[i].getY() - (this.enemies[i].getCurrentImage().getHeight() / 2), null);
}
// Draw goal
this.canvasGraphics.drawImage(this.goal.getCurrentImage(),
this.goal.getX() - (this.goal.getCurrentImage().getWidth() / 2),
this.goal.getY() - (this.goal.getCurrentImage().getHeight() / 2), null);
} catch (Exception e) {
System.err.println(e.getMessage());
}
// Draw everything.
this.gameGraphics.drawImage(this.canvas, this.borderLeft, this.borderTop, this);
long end = System.nanoTime();
this.gameGraphics.drawString("FPS: " + String.format("%2d", (int) (1000000000.0 / (end - start))),
this.borderLeft + 50, this.borderTop + 50);
}
public Goal getGoal() {
return this.goal;
}
public void keyPressed(KeyEvent ke) {
// Below, the setKey method is used to tell the Player object which key is
// currently pressed.
// The Player object must keep track of the pressed key and use it for
// determining the direction
// to move.
if (ke.getKeyCode() == KeyEvent.VK_LEFT)
this.player.setKey('L', true);
if (ke.getKeyCode() == KeyEvent.VK_RIGHT)
this.player.setKey('R', true);
if (ke.getKeyCode() == KeyEvent.VK_UP)
this.player.setKey('U', true);
if (ke.getKeyCode() == KeyEvent.VK_DOWN)
this.player.setKey('D', true);
if (ke.getKeyCode() == KeyEvent.VK_ESCAPE)
this.continueGame = false;
}
@Override
public void keyReleased(KeyEvent ke) {
// Below, the setKey method is used to tell the Player object which key is
// currently released.
// The Player object must keep track of the pressed key and use it for
// determining the direction
// to move.
if (ke.getKeyCode() == KeyEvent.VK_LEFT)
this.player.setKey('L', false);
if (ke.getKeyCode() == KeyEvent.VK_RIGHT)
this.player.setKey('R', false);
if (ke.getKeyCode() == KeyEvent.VK_UP)
this.player.setKey('U', false);
if (ke.getKeyCode() == KeyEvent.VK_DOWN)
this.player.setKey('D', false);
}
@Override
public void keyTyped(KeyEvent ke) {
}
}
Player Class:
private int myX;
private int myY;
private char d;
public Player(int i, int j) {
// TODO Auto-generated constructor stub
try {
this.imageRunning = ImageIO.read(new File(
"/Users/Desktop/images/player-alive.png"));
this.imageOver = ImageIO.read(new File(
"/Users/Desktop/images/player-dead.png"));
} catch (IOException e) {
e.printStackTrace();
}
this.imageCurrent = this.imageRunning;
myX = i;
myY = j;
}
public void performAction() {
}
public int getX() {
return myX;
}
public int getY() {
return myY;
}
public BufferedImage getCurrentImage() {
return this.imageCurrent;
}
public void die() {
this.imageCurrent = this.imageOver;
}
public void setKey(char c, boolean b) {
}
您需要在组件上重新绘制图形:
gmY += 40;
repaint(); /* add this where you want to redraw */
这只是改变了变量 gmX
和 gmY
。而已。您需要在设置新的 gmX
和 gmY
值后更新框架。假设 frame
是你的 JFrame
对象,你需要这样的东西:
public void performAction() {
gmX += 40;
gmY += 40;
frame.repaint();
}