Java中的"Pacman碰撞"问题

3

我正在使用Java开发一个Pacman街机游戏,但我的碰撞有问题。 如果您看到这里的图片,当访问角落或尝试返回它来时(即向左走但不再向右走),我的Pacman精灵会保持静止(没有x或y运动)。 我理解这是因为如果检测到碰撞(请参见collide()下的第二个代码块),我将xMovement设置为0,将yMovement设置为0。

如果我的collision()不允许此操作,我该如何让pacman精灵朝另一方向移动(例如从左侧进入并希望向右移动)或穿过一个角落?

以下是App.java类中的draw方法,根据用户的输入绘制玩家。 键盘wasd对应上、左、下、右。 这.direction仅用于在发生碰撞时防止玩家浪费移动或穿过墙壁。 *注意,我放置(this.player.x_ord + 2) % 16 == 0,因为我的Pacman图像不是16x16图像,不像我的墙壁一样。

public void draw() { // This is an infinite loop
    mapDraw(); // this draws my map constantly so I do not have multiple pacman sprites drawn 
    this.player.tick(); // see second code below for details
    if (keyPressed){ // Used wasd rather than arrow keys
        if (key == 's' && this.direction != 's' && (this.player.x_ord + 2) % 16 == 0 && 
        (this.player.y_ord + 4) % 16 == 0){ // We dont want Player to turn ever on a non 16 divisible area
            this.player.p = this.loadImage("src/main/resources/playerDown.png");
            this.player.yMovement = this.player.speed;
            this.player.xMovement = 0;
            this.direction = 's';
        }
        else if (key == 'w' && this.direction != 'w' && (this.player.x_ord + 2) % 16 == 0 && 
        (this.player.y_ord + 4) % 16 == 0){
            this.player.p = this.loadImage("src/main/resources/playerUp.png");
            this.player.yMovement = -this.player.speed;
            this.player.xMovement = 0; // I do not want my pacman to move diagonally so thats why
            this.direction = 'w';

        }
        else if (key == 'd' && this.direction != 'd' && (this.player.x_ord + 2) % 16 == 0 && 
        (this.player.y_ord + 4) % 16 == 0){
            this.player.p = this.loadImage("src/main/resources/playerRight.png");
            this.player.xMovement = this.player.speed;
            this.player.yMovement = 0;
            this.direction = 'd';
        }
        else if (key == 'a' && this.direction != 'a' && (this.player.x_ord + 2) % 16 == 0 && 
        (this.player.y_ord + 4) % 16 == 0){
            this.player.p = this.loadImage("src/main/resources/playerLeft.png");
            this.player.xMovement = -this.player.speed;
            this.player.yMovement = 0;
            this.direction = 'a';
        }
    }
    this.player.draw(this); //see second code below for details
}

以下是我的player.java类 * 再次注意,this.x_ord + 2 == w.x_pos + 16 && this.y_ord + 4 == w.y_pos是偏移量,因为我的pacman精灵比我的16x16墙壁要大。
   public void tick(){
    // //logic   
    this.detectCollision();
    if (this.isLiving){
        this.y_ord += this.yMovement;
        this.x_ord += this.xMovement;
    }
}

public void draw(PApplet a){ //just draw the sprite
    if (this.isLiving){
        a.image(this.p, this.x_ord, this.y_ord);
    }
    
}

public void collide(boolean isX){ // Is it an x or y collision
    if (isX == true){ // If it moves left or right into a wall
        this.xMovement = 0;
    }
    else if (isX == false){ // If it moves up or down into a wall
        this.xMovement = 0;
    }
}

public void detectCollision(){
    for (Walls w: this.wallLocations){ // A list of wall locations from a .txt file
        if (this.x_ord + 2 == w.x_pos + 16 && this.y_ord + 4 == w.y_pos){ // Detect left movement into right wall piece
            collide(true);
        }

        if (this.x_ord + 2 + 16 == w.x_pos && this.y_ord + 4 == w.y_pos){ // Detect right movement into left wall piece
            collide(true);
        }

        if (this.y_ord + 4 == w.y_pos + 16 && this.x_ord + 2 == w.x_pos){ // Detect up movement into bottom wall piece
            collide(false);
        }

        if (this.y_ord + 4 + 16 == w.y_pos && this.x_ord + 2 == w.x_pos){ // Detect down movement into top wall piece
            collide(false);
        }
    }

非常感谢对我的问题的任何帮助。

1个回答

2
我没有深入分析你的代码,但我认为你的主要问题在于collide方法只考虑了两种情况,即垂直移动或水平移动。如果你想要四个不同方向的移动,那么该方法需要有四个不同的状态。
为了实现这一点,你可以创建一个代表方向的枚举。然后在detectCollision中传递适当的Directioncollide中。最后,在collide中考虑四个不同的方向。例如,如果右侧有障碍物,xMovement需要是非正数。collide方法可能如下所示:
public void collide(Direction direction){ 
    if (direction == Direction.RIGHT){ 
        this.xMovement = Math.min(0, this.xMovement);
    }
    if (direction == Direction.LEFT){ 
        this.xMovement = Math.max(0, this.xMovement);
    }
    if (direction == Direction.UP){ 
        this.yMovement = Math.min(0, this.yMovement);
    }
    if (direction == Direction.DOWN){ 
        this.yMovement = Math.max(0, this.yMovement);
    }
}

非常好的解决方案!我尝试了一下,只是在代码示例中交换了Direction.UP和Direction.DOWN(因为.UP随着yMovement减少,而.DOWN随着yMovement增加),它按预期工作。 - Tony H

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