圆圈不动的问题
Circle not moving problems
基本上我正在制作一个圆圈将向四个方向移动的游戏。当按一次“S”或“RIGHT”键时,圆圈将移动直到到达窗格的maxX。当我按下“A”键或“LEFT”时,圆圈将移动直到它到达窗格的 minX。 “UP”或“W”和“DOWN”或“Z”键也遵循类似的逻辑。如果它到达窗格的 maxY,它会停止,直到按下另一个键,反之亦然。
这是控制器的代码class
@FXML
private Pane board;
private BooleanProperty wPressed = new SimpleBooleanProperty();
private BooleanProperty aPressed = new SimpleBooleanProperty();
private BooleanProperty zPressed = new SimpleBooleanProperty();
private BooleanProperty sPressed = new SimpleBooleanProperty();
private BooleanBinding keyPressed = wPressed.or(aPressed).or(zPressed).or(sPressed);
private Circle circle = new Circle(20,40,20);
private Rectangle[][] grid;
private int size = 960;
private int spots = 16;
private int squareSize = size / spots;
@FXML
void handleB(ActionEvent event) {
}
AnimationTimer timer = new AnimationTimer() {
double deltaX = 2;
double deltaY = 2;
@Override
public void handle(long timestamp) {
double rectX = circle.getLayoutX();
Bounds bounds = board.getBoundsInLocal();
double maxX = bounds.getMaxX();
double maxY = bounds.getMaxY();
double minX = bounds.getMinX();
double minY = bounds.getMinY();
if (circle.getLayoutX() >= ( maxX- circle.getRadius())) {
deltaX = 0;
//System.out.println(rect.getLayoutX());
}
if (circle.getLayoutY() >= (maxY - circle.getRadius())) {
deltaY = 0;
}
if (circle.getLayoutX() <= ( minX + circle.getRadius())) {
deltaX = 0;
//System.out.println(rect.getLayoutX());
}
if (circle.getLayoutY() <= ( minY + circle.getRadius())) {
deltaY = 0;
}
if(wPressed.get()) {
circle.setLayoutY(circle.getLayoutY() - deltaY);
}
if(zPressed.get()){
circle.setLayoutY(circle.getLayoutY() + deltaY);
}
if(aPressed.get()){
circle.setLayoutX(circle.getLayoutX() - deltaX);
}
if(sPressed.get()){
circle.setLayoutX(circle.getLayoutX() + deltaX);
}
}
};
@Override
public void initialize(URL url, ResourceBundle resourceBundle) {
grid = new Rectangle[spots][spots];
for (int i = 0; i < size; i += squareSize) {
for (int j = 0; j < size; j += squareSize) {
Rectangle r = new Rectangle(i, j, squareSize, squareSize);
grid[i / squareSize][j / squareSize] = r;
// Filling each grid with the cell image
r.setFill(Color.GRAY);
r.setStroke(Color.BLACK);
board.getChildren().add(r);
}
}
board.getChildren().addAll(circle);
movementSetup();
keyPressed.addListener(((observableValue, aBoolean, t1) -> {
if(!aBoolean){
timer.start();
} else {
timer.stop();
}
}));
}
private void movementSetup() {
board.setOnKeyPressed(e -> {
if(e.getCode() == KeyCode.UP || e.getCode() == KeyCode.W ) {
zPressed.set(false);
sPressed.set(false);
aPressed.set(false);
wPressed.set(true);
}
if(e.getCode() == KeyCode.A || e.getCode() == KeyCode.LEFT) {
zPressed.set(false);
sPressed.set(false);
wPressed.set(false);
aPressed.set(true);
}
if(e.getCode() == KeyCode.Z || e.getCode() == KeyCode.DOWN) {
wPressed.set(false);
aPressed.set(false);
sPressed.set(false);
zPressed.set(true);
}
if(e.getCode() == KeyCode.S || e.getCode() == KeyCode.RIGHT) {
wPressed.set(false);
aPressed.set(false);
zPressed.set(false);
sPressed.set(true);
}
});
}
}
** 我在 scenebuilder 中做了窗格,我也将它插入锚窗格**
fxml 文件如下 (ui.fxml)
<?xml version="1.0" encoding="UTF-8"?>
<?import javafx.scene.control.Button?>
<?import javafx.scene.layout.AnchorPane?>
<?import javafx.scene.layout.Pane?>
<AnchorPane maxHeight="1000.0" maxWidth="1200.0" minHeight="0.0" minWidth="0.0" prefHeight="1000.0" prefWidth="1200.0" xmlns="http://javafx.com/javafx/17" xmlns:fx="http://javafx.com/fxml/1" fx:controller="fx.game.Controller">
<children>
<Pane fx:id="board" maxHeight="960.0" maxWidth="960.0" minHeight="0.0" minWidth="0.0" prefHeight="960.0" prefWidth="960.0">
<children>
<Button layoutX="367.0" layoutY="934.0" mnemonicParsing="false" onAction="#handleB" text="Button" />
</children>
</Pane>
</children>
</AnchorPane>
最后是主要的class
package fx.game;
import javafx.application.Application;
import javafx.fxml.FXMLLoader;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.stage.Stage;
import java.io.IOException;
public class HelloApplication extends Application {
@Override
public void start(Stage stage) throws IOException {
Parent root = FXMLLoader.load(getClass().getResource("ui.fxml"));
stage.setTitle("Hello World");
stage.setScene(new Scene(root));
stage.show();
}
public static void main(String[] args) {
launch();
}
}
我真的不擅长游戏开发
我可能做错了
任何能给我更好的解决方案的人将不胜感激
根据我有限的理解和测试,board.setOnKeyPressed
没有响应关键事件,我用 Scene
代替。您还应该考虑 onKeyReleased
.
我不知道你为什么要启动和停止 timer
,只需启动它并在每个上评估状态并进行所需的更改。
你的运动逻辑似乎也有问题。获取圆圈当前位置,根据需要对其应用任何移动,然后确定新位置是否在可接受范围之外,根据需要调整位置,然后更新圆圈位置。
我还发现 Bounds
和 board
会根据它的 children 的位置进行更新,这使得很难进行边界检查,相反,我计算了预期大小基于 squareSize
和 spots
的数量
例如...
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.beans.binding.BooleanBinding;
import javafx.beans.property.BooleanProperty;
import javafx.beans.property.SimpleBooleanProperty;
import javafx.geometry.Bounds;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.AnchorPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class App extends Application {
private BooleanProperty wPressed = new SimpleBooleanProperty();
private BooleanProperty aPressed = new SimpleBooleanProperty();
private BooleanProperty zPressed = new SimpleBooleanProperty();
private BooleanProperty sPressed = new SimpleBooleanProperty();
private BooleanBinding keyPressed = wPressed.or(aPressed).or(zPressed).or(sPressed);
private Circle circle = new Circle(20, 20, 20);
private Rectangle[][] grid;
private int size = 960;
private int spots = 16;
private int squareSize = size / spots;
AnimationTimer timer = new AnimationTimer() {
double deltaX = 2;
double deltaY = 2;
@Override
public void handle(long timestamp) {
double rectX = circle.getLayoutX();
Bounds bounds = board.getBoundsInLocal();
double width = squareSize * spots;
double height = squareSize * spots;
double diameter = circle.getRadius() * 2;
double x = circle.getLayoutX();
double y = circle.getLayoutY();
if (wPressed.get()) {
y -= deltaY;
}
if (zPressed.get()) {
y += deltaY;
}
if (aPressed.get()) {
x -= deltaX;
}
if (sPressed.get()) {
x += deltaX;
}
if (x >= (width - diameter)) {
x = width - diameter;
}
if (x < 0) {
x = 0;
}
if (y > (height - diameter)) {
y = height - diameter;
}
if (y < 0) {
y = 0;
}
circle.setLayoutX(x);
circle.setLayoutY(y);
}
};
private Pane board = new AnchorPane();
@Override
public void start(Stage stage) {
stage.setTitle("Dice Game");
setup();
Scene scene = new Scene(board);
movementSetup(scene);
stage.setScene(scene);
stage.sizeToScene();
stage.show();
}
private void movementSetup(Scene scene) {
scene.setOnKeyPressed(e -> {
zPressed.set(false);
sPressed.set(false);
aPressed.set(false);
wPressed.set(false);
if (e.getCode() == KeyCode.UP || e.getCode() == KeyCode.W) {
wPressed.set(true);
} else if (e.getCode() == KeyCode.A || e.getCode() == KeyCode.LEFT) {
aPressed.set(true);
}else if (e.getCode() == KeyCode.Z || e.getCode() == KeyCode.DOWN) {
zPressed.set(true);
}else if (e.getCode() == KeyCode.S || e.getCode() == KeyCode.RIGHT) {
sPressed.set(true);
}
});
}
protected void setup() {
grid = new Rectangle[spots][spots];
for (int i = 0; i < size; i += squareSize) {
for (int j = 0; j < size; j += squareSize) {
Rectangle r = new Rectangle(i, j, squareSize, squareSize);
grid[i / squareSize][j / squareSize] = r;
// Filling each grid with the cell image
r.setFill(Color.GRAY);
r.setStroke(Color.BLACK);
board.getChildren().add(r);
}
}
board.getChildren().addAll(circle);
timer.start();
}
public static void main(String[] args) {
launch();
}
}
nb:我是一个完全的 JavaFX 菜鸟,所以可能有更好的方法来解决这个问题,也许可以看看 Introduction to JavaFX for Game Development 之类的东西(或其他“javafx 游戏开发博客” " 可能会提供更好的想法
基本上我正在制作一个圆圈将向四个方向移动的游戏。当按一次“S”或“RIGHT”键时,圆圈将移动直到到达窗格的maxX。当我按下“A”键或“LEFT”时,圆圈将移动直到它到达窗格的 minX。 “UP”或“W”和“DOWN”或“Z”键也遵循类似的逻辑。如果它到达窗格的 maxY,它会停止,直到按下另一个键,反之亦然。
这是控制器的代码class
@FXML
private Pane board;
private BooleanProperty wPressed = new SimpleBooleanProperty();
private BooleanProperty aPressed = new SimpleBooleanProperty();
private BooleanProperty zPressed = new SimpleBooleanProperty();
private BooleanProperty sPressed = new SimpleBooleanProperty();
private BooleanBinding keyPressed = wPressed.or(aPressed).or(zPressed).or(sPressed);
private Circle circle = new Circle(20,40,20);
private Rectangle[][] grid;
private int size = 960;
private int spots = 16;
private int squareSize = size / spots;
@FXML
void handleB(ActionEvent event) {
}
AnimationTimer timer = new AnimationTimer() {
double deltaX = 2;
double deltaY = 2;
@Override
public void handle(long timestamp) {
double rectX = circle.getLayoutX();
Bounds bounds = board.getBoundsInLocal();
double maxX = bounds.getMaxX();
double maxY = bounds.getMaxY();
double minX = bounds.getMinX();
double minY = bounds.getMinY();
if (circle.getLayoutX() >= ( maxX- circle.getRadius())) {
deltaX = 0;
//System.out.println(rect.getLayoutX());
}
if (circle.getLayoutY() >= (maxY - circle.getRadius())) {
deltaY = 0;
}
if (circle.getLayoutX() <= ( minX + circle.getRadius())) {
deltaX = 0;
//System.out.println(rect.getLayoutX());
}
if (circle.getLayoutY() <= ( minY + circle.getRadius())) {
deltaY = 0;
}
if(wPressed.get()) {
circle.setLayoutY(circle.getLayoutY() - deltaY);
}
if(zPressed.get()){
circle.setLayoutY(circle.getLayoutY() + deltaY);
}
if(aPressed.get()){
circle.setLayoutX(circle.getLayoutX() - deltaX);
}
if(sPressed.get()){
circle.setLayoutX(circle.getLayoutX() + deltaX);
}
}
};
@Override
public void initialize(URL url, ResourceBundle resourceBundle) {
grid = new Rectangle[spots][spots];
for (int i = 0; i < size; i += squareSize) {
for (int j = 0; j < size; j += squareSize) {
Rectangle r = new Rectangle(i, j, squareSize, squareSize);
grid[i / squareSize][j / squareSize] = r;
// Filling each grid with the cell image
r.setFill(Color.GRAY);
r.setStroke(Color.BLACK);
board.getChildren().add(r);
}
}
board.getChildren().addAll(circle);
movementSetup();
keyPressed.addListener(((observableValue, aBoolean, t1) -> {
if(!aBoolean){
timer.start();
} else {
timer.stop();
}
}));
}
private void movementSetup() {
board.setOnKeyPressed(e -> {
if(e.getCode() == KeyCode.UP || e.getCode() == KeyCode.W ) {
zPressed.set(false);
sPressed.set(false);
aPressed.set(false);
wPressed.set(true);
}
if(e.getCode() == KeyCode.A || e.getCode() == KeyCode.LEFT) {
zPressed.set(false);
sPressed.set(false);
wPressed.set(false);
aPressed.set(true);
}
if(e.getCode() == KeyCode.Z || e.getCode() == KeyCode.DOWN) {
wPressed.set(false);
aPressed.set(false);
sPressed.set(false);
zPressed.set(true);
}
if(e.getCode() == KeyCode.S || e.getCode() == KeyCode.RIGHT) {
wPressed.set(false);
aPressed.set(false);
zPressed.set(false);
sPressed.set(true);
}
});
}
}
** 我在 scenebuilder 中做了窗格,我也将它插入锚窗格**
fxml 文件如下 (ui.fxml)
<?xml version="1.0" encoding="UTF-8"?>
<?import javafx.scene.control.Button?>
<?import javafx.scene.layout.AnchorPane?>
<?import javafx.scene.layout.Pane?>
<AnchorPane maxHeight="1000.0" maxWidth="1200.0" minHeight="0.0" minWidth="0.0" prefHeight="1000.0" prefWidth="1200.0" xmlns="http://javafx.com/javafx/17" xmlns:fx="http://javafx.com/fxml/1" fx:controller="fx.game.Controller">
<children>
<Pane fx:id="board" maxHeight="960.0" maxWidth="960.0" minHeight="0.0" minWidth="0.0" prefHeight="960.0" prefWidth="960.0">
<children>
<Button layoutX="367.0" layoutY="934.0" mnemonicParsing="false" onAction="#handleB" text="Button" />
</children>
</Pane>
</children>
</AnchorPane>
最后是主要的class
package fx.game;
import javafx.application.Application;
import javafx.fxml.FXMLLoader;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.stage.Stage;
import java.io.IOException;
public class HelloApplication extends Application {
@Override
public void start(Stage stage) throws IOException {
Parent root = FXMLLoader.load(getClass().getResource("ui.fxml"));
stage.setTitle("Hello World");
stage.setScene(new Scene(root));
stage.show();
}
public static void main(String[] args) {
launch();
}
}
我真的不擅长游戏开发 我可能做错了 任何能给我更好的解决方案的人将不胜感激
根据我有限的理解和测试,board.setOnKeyPressed
没有响应关键事件,我用 Scene
代替。您还应该考虑 onKeyReleased
.
我不知道你为什么要启动和停止 timer
,只需启动它并在每个上评估状态并进行所需的更改。
你的运动逻辑似乎也有问题。获取圆圈当前位置,根据需要对其应用任何移动,然后确定新位置是否在可接受范围之外,根据需要调整位置,然后更新圆圈位置。
我还发现 Bounds
和 board
会根据它的 children 的位置进行更新,这使得很难进行边界检查,相反,我计算了预期大小基于 squareSize
和 spots
例如...
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.beans.binding.BooleanBinding;
import javafx.beans.property.BooleanProperty;
import javafx.beans.property.SimpleBooleanProperty;
import javafx.geometry.Bounds;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.AnchorPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class App extends Application {
private BooleanProperty wPressed = new SimpleBooleanProperty();
private BooleanProperty aPressed = new SimpleBooleanProperty();
private BooleanProperty zPressed = new SimpleBooleanProperty();
private BooleanProperty sPressed = new SimpleBooleanProperty();
private BooleanBinding keyPressed = wPressed.or(aPressed).or(zPressed).or(sPressed);
private Circle circle = new Circle(20, 20, 20);
private Rectangle[][] grid;
private int size = 960;
private int spots = 16;
private int squareSize = size / spots;
AnimationTimer timer = new AnimationTimer() {
double deltaX = 2;
double deltaY = 2;
@Override
public void handle(long timestamp) {
double rectX = circle.getLayoutX();
Bounds bounds = board.getBoundsInLocal();
double width = squareSize * spots;
double height = squareSize * spots;
double diameter = circle.getRadius() * 2;
double x = circle.getLayoutX();
double y = circle.getLayoutY();
if (wPressed.get()) {
y -= deltaY;
}
if (zPressed.get()) {
y += deltaY;
}
if (aPressed.get()) {
x -= deltaX;
}
if (sPressed.get()) {
x += deltaX;
}
if (x >= (width - diameter)) {
x = width - diameter;
}
if (x < 0) {
x = 0;
}
if (y > (height - diameter)) {
y = height - diameter;
}
if (y < 0) {
y = 0;
}
circle.setLayoutX(x);
circle.setLayoutY(y);
}
};
private Pane board = new AnchorPane();
@Override
public void start(Stage stage) {
stage.setTitle("Dice Game");
setup();
Scene scene = new Scene(board);
movementSetup(scene);
stage.setScene(scene);
stage.sizeToScene();
stage.show();
}
private void movementSetup(Scene scene) {
scene.setOnKeyPressed(e -> {
zPressed.set(false);
sPressed.set(false);
aPressed.set(false);
wPressed.set(false);
if (e.getCode() == KeyCode.UP || e.getCode() == KeyCode.W) {
wPressed.set(true);
} else if (e.getCode() == KeyCode.A || e.getCode() == KeyCode.LEFT) {
aPressed.set(true);
}else if (e.getCode() == KeyCode.Z || e.getCode() == KeyCode.DOWN) {
zPressed.set(true);
}else if (e.getCode() == KeyCode.S || e.getCode() == KeyCode.RIGHT) {
sPressed.set(true);
}
});
}
protected void setup() {
grid = new Rectangle[spots][spots];
for (int i = 0; i < size; i += squareSize) {
for (int j = 0; j < size; j += squareSize) {
Rectangle r = new Rectangle(i, j, squareSize, squareSize);
grid[i / squareSize][j / squareSize] = r;
// Filling each grid with the cell image
r.setFill(Color.GRAY);
r.setStroke(Color.BLACK);
board.getChildren().add(r);
}
}
board.getChildren().addAll(circle);
timer.start();
}
public static void main(String[] args) {
launch();
}
}
nb:我是一个完全的 JavaFX 菜鸟,所以可能有更好的方法来解决这个问题,也许可以看看 Introduction to JavaFX for Game Development 之类的东西(或其他“javafx 游戏开发博客” " 可能会提供更好的想法