我怎样才能让我的 "Enemy" 追逐 "goal" - Java
How can i get my "Enemy" to chase the "goal" - Java
我一直在尝试编写一个朋友给我的半构建的简单 java 游戏(我想尝试学习编码,所以他在第一年的编程中给了我这个旧作业 class).
他告诉我尝试使用他给我的 2 个 classes 构建一个游戏,一个主要 class 和一个子 class。
到目前为止,除了找到让我的敌人 class 无论其位置如何都朝着目标移动的方法之外,我的一切都按预期工作。如果我完美地设置它,我可以让它始终朝着目标的固定方向移动,但我希望能够无论如何找到目标的位置并朝着它前进。
代码需要写在Enemy
下的peformAction
方法中。
如果有人愿意解释我如何解决这个问题,那将是非常合适的,或者即使你可以 link 我向另一个 post 解释如何做我正在尝试做什么。
提前致谢。
游戏管理器(主要)Class:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.JFrame;
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(1920, 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 by must be much smaller than that of
// the player above
// or else the game becomes too 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) {
}
}
我的敌人(子)Class:
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Enemy {
//variables
private BufferedImage imageRunning;
private BufferedImage imageOver;
private BufferedImage imageCurrent;
int valX = 200;
int valY = 200;
public Enemy (GameManager gameManager, int x, int y) {
try {
this.imageRunning = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/enemy-alive.png"));
this.imageOver = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/enemy-dead.png"));
} catch (IOException e) {
e.printStackTrace();
}
this.imageCurrent = this.imageRunning;
}
public BufferedImage getCurrentImage() {
return this.imageCurrent;
}
public void performAction() {
valX += 1;
valY += 1;
return;
}
public void die() {
// TODO Auto-generated method stub
this.imageCurrent = this.imageOver;
}
public int getX() {
// TODO Auto-generated method stub
return this.valX;
}
public int getY() {
// TODO Auto-generated method stub
return this.valY;
}
}
我的目标(子)class:
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Goal {
private BufferedImage imageRunning;
private BufferedImage imageOver;
private BufferedImage imageCurrent;
int posX = 500;
int poxY = 500;
public Goal(int x, int y) {
try {
this.imageRunning = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/goal-alive.png"));
this.imageOver = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/goal-dead.png"));
} catch (IOException e) {
e.printStackTrace();
}
this.imageCurrent = this.imageRunning;
}
public BufferedImage getCurrentImage() {
return this.imageCurrent;
}
public int getX() {
return this.posX;
}
public int getY() {
return this.poxY;
}
public void die() {
this.imageCurrent = this.imageOver;
}
}
如果您只想将修改限制在 performAction 方法中,则当前代码是不可能的。
1) Enemy 无法访问(查看)目标的坐标。这意味着代码无法找出到达目标的路径,因为它没有目的地所在位置的 X 和 Y。
2) 要解决这个问题,您需要 Enemy 才能看到目标的 X 和 Y。最快的方法是使用 getters and setters in the GameManager class to return the stored Goal object. Then you can modify your Enemy constructor 存储对创建它的 GameManager 的引用。
游戏经理:
public Goal getGoal() {
return goal;
}
敌人:
private GameManager gameManager;
public Enemy (GameManager gameManager, int x, int y) {
...
this.gameManager = gameManager;
}
最后一步是从存储的 gameManager 中获取目标对象,并使用其 X 和 Y 执行一些逻辑(这将在 performAction 方法中执行):
int goalX = gameManager.getGoal().getX();
int goalY = gameManager.getGoal().getY();
...some logic to calculate the direction here...
我相信你会知道如何处理这些数字,并弄清楚如何从那里朝着目标前进。
@编辑
如果不是 - one way would be comparing Xs and Ys of both the Enemy and the Goal and then incrementing/decrementing valX and/or valY 相应地。
在您的方法 performAction
中,您当前正在分别更改 x 和 y 位置,方法是每次调用该方法时将它们递增 1。
这将使你的敌人在 x 方向移动 1 个单位,在 y 方向移动 1 个单位。
相反,您想要将角色朝目标方向移动。这与其说是编程问题,不如说是数学问题,但让我们试一试:
您有 2 个职位:
你的敌人的位置是 ,你的目标也是如此,位置是
你现在想要将你的敌人移动到目标的方向。所以你计算出一个用
连接这两个点的向量
然后您将向量的长度更改为敌人可以移动的速度(也许用场定义它?),方法是对向量进行归一化并用您的速度进行标量乘法。
所以在给定的速度下 S
这给了你完整的公式:
现在让我们将其转换为代码。在 Enemy
class 的构造函数中,将 GameManager
保存为一个字段,以便您可以对其调用 getGoal
方法。
所以我们添加一个字段 private GameManager gameManager
并且在构造函数中我们 this.gameManager = gameManager
来存储引用。
我们还添加了一个字段 private double speed = 2
用于我们的计算。
然后我们更改 performAction
方法来实现我们的公式。像这样:
public void performAction()
{
// Calculate our P_g - P_e
double dX = gameManager.getGoal().getX() - valX;
double dY = gameManager.getGoal().getX() - valX;
// Calculate its length to normalize it
double divider = Math.sqrt(dX * dX + dY * dY);
// Normalize it
dX /= divider;
dY /= divider;
// Do a scalar multiplication with our speed
dX *= speed;
dY *= speed;
valX += dX;
valY += dY;
}
我们 运行 进入这里的唯一问题是我们将双精度值添加到我们的整数值 valX
和 valY
所以可能通常将它们更改为双精度值,否则您可能 运行 遇到敌人根本无法移动的问题。
一个非常简单的实现:
public void performAction()
{
valX += Math.signum(gameManager.getGoal().getX() - valX);
valY += Math.signum(gameManager.getGoal().getX() - valX);
}
我一直在尝试编写一个朋友给我的半构建的简单 java 游戏(我想尝试学习编码,所以他在第一年的编程中给了我这个旧作业 class). 他告诉我尝试使用他给我的 2 个 classes 构建一个游戏,一个主要 class 和一个子 class。
到目前为止,除了找到让我的敌人 class 无论其位置如何都朝着目标移动的方法之外,我的一切都按预期工作。如果我完美地设置它,我可以让它始终朝着目标的固定方向移动,但我希望能够无论如何找到目标的位置并朝着它前进。
代码需要写在Enemy
下的peformAction
方法中。
如果有人愿意解释我如何解决这个问题,那将是非常合适的,或者即使你可以 link 我向另一个 post 解释如何做我正在尝试做什么。
提前致谢。
游戏管理器(主要)Class:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.JFrame;
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(1920, 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 by must be much smaller than that of
// the player above
// or else the game becomes too 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) {
}
}
我的敌人(子)Class:
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Enemy {
//variables
private BufferedImage imageRunning;
private BufferedImage imageOver;
private BufferedImage imageCurrent;
int valX = 200;
int valY = 200;
public Enemy (GameManager gameManager, int x, int y) {
try {
this.imageRunning = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/enemy-alive.png"));
this.imageOver = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/enemy-dead.png"));
} catch (IOException e) {
e.printStackTrace();
}
this.imageCurrent = this.imageRunning;
}
public BufferedImage getCurrentImage() {
return this.imageCurrent;
}
public void performAction() {
valX += 1;
valY += 1;
return;
}
public void die() {
// TODO Auto-generated method stub
this.imageCurrent = this.imageOver;
}
public int getX() {
// TODO Auto-generated method stub
return this.valX;
}
public int getY() {
// TODO Auto-generated method stub
return this.valY;
}
}
我的目标(子)class:
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Goal {
private BufferedImage imageRunning;
private BufferedImage imageOver;
private BufferedImage imageCurrent;
int posX = 500;
int poxY = 500;
public Goal(int x, int y) {
try {
this.imageRunning = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/goal-alive.png"));
this.imageOver = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/goal-dead.png"));
} catch (IOException e) {
e.printStackTrace();
}
this.imageCurrent = this.imageRunning;
}
public BufferedImage getCurrentImage() {
return this.imageCurrent;
}
public int getX() {
return this.posX;
}
public int getY() {
return this.poxY;
}
public void die() {
this.imageCurrent = this.imageOver;
}
}
如果您只想将修改限制在 performAction 方法中,则当前代码是不可能的。
1) Enemy 无法访问(查看)目标的坐标。这意味着代码无法找出到达目标的路径,因为它没有目的地所在位置的 X 和 Y。 2) 要解决这个问题,您需要 Enemy 才能看到目标的 X 和 Y。最快的方法是使用 getters and setters in the GameManager class to return the stored Goal object. Then you can modify your Enemy constructor 存储对创建它的 GameManager 的引用。
游戏经理:
public Goal getGoal() {
return goal;
}
敌人:
private GameManager gameManager;
public Enemy (GameManager gameManager, int x, int y) {
...
this.gameManager = gameManager;
}
最后一步是从存储的 gameManager 中获取目标对象,并使用其 X 和 Y 执行一些逻辑(这将在 performAction 方法中执行):
int goalX = gameManager.getGoal().getX();
int goalY = gameManager.getGoal().getY();
...some logic to calculate the direction here...
我相信你会知道如何处理这些数字,并弄清楚如何从那里朝着目标前进。
@编辑 如果不是 - one way would be comparing Xs and Ys of both the Enemy and the Goal and then incrementing/decrementing valX and/or valY 相应地。
在您的方法 performAction
中,您当前正在分别更改 x 和 y 位置,方法是每次调用该方法时将它们递增 1。
这将使你的敌人在 x 方向移动 1 个单位,在 y 方向移动 1 个单位。
相反,您想要将角色朝目标方向移动。这与其说是编程问题,不如说是数学问题,但让我们试一试:
您有 2 个职位:
你的敌人的位置是 ,你的目标也是如此,位置是
你现在想要将你的敌人移动到目标的方向。所以你计算出一个用
连接这两个点的向量然后您将向量的长度更改为敌人可以移动的速度(也许用场定义它?),方法是对向量进行归一化并用您的速度进行标量乘法。
所以在给定的速度下 S
这给了你完整的公式:
现在让我们将其转换为代码。在 Enemy
class 的构造函数中,将 GameManager
保存为一个字段,以便您可以对其调用 getGoal
方法。
所以我们添加一个字段 private GameManager gameManager
并且在构造函数中我们 this.gameManager = gameManager
来存储引用。
我们还添加了一个字段 private double speed = 2
用于我们的计算。
然后我们更改 performAction
方法来实现我们的公式。像这样:
public void performAction()
{
// Calculate our P_g - P_e
double dX = gameManager.getGoal().getX() - valX;
double dY = gameManager.getGoal().getX() - valX;
// Calculate its length to normalize it
double divider = Math.sqrt(dX * dX + dY * dY);
// Normalize it
dX /= divider;
dY /= divider;
// Do a scalar multiplication with our speed
dX *= speed;
dY *= speed;
valX += dX;
valY += dY;
}
我们 运行 进入这里的唯一问题是我们将双精度值添加到我们的整数值 valX
和 valY
所以可能通常将它们更改为双精度值,否则您可能 运行 遇到敌人根本无法移动的问题。
一个非常简单的实现:
public void performAction()
{
valX += Math.signum(gameManager.getGoal().getX() - valX);
valY += Math.signum(gameManager.getGoal().getX() - valX);
}