我正在用 javafx 编写一个 java 游戏,但我认为这个问题的解决方案并不是 javafx 独有的......
我有一个实体类和一堆它的子类,如导弹、激光等。 但是,当导弹和激光是由游戏中的角色创建时,它们总是会一直运行,直到它们碰到 Canvas 的矩形边界或当它们击中一个角色并消失。
但是,我预计导弹/激光还有许多其他行为:
问题是,我们如何才能达到这种定时效果? (也许是 propertyChangeListener?)或者我应该向实体本身添加内容,还是应该考虑更改我的 Controller 类?
这是我拥有的代码:
public abstract class Entity implements Collidable{
private double x;
private double y;
private int z;
private double velocityX;
private double velocityY;
private Image img;
private boolean ally;
protected double width;
protected double height;
public Entity(int x,int y,int z,boolean b,Image hihi)
{
setX(x);
setY(y);
setZ(z);
ally=b;
setVelocityX(0);
setVelocityY(0);
img= hihi;
}
public void move()
{
x+=getVelocityX();
y+=getVelocityY();
}
...
...
}
public class Controller {
private List<BattleShip> bs;
private List<Missile> m;
private Rectangle2D rect;
public Controller()
{
bs= new ArrayList<BattleShip>();
m= new ArrayList<Missile>();
rect= new Rectangle2D(-300, -300, 1300, 1050);
}
public void update()
{
for(int i = bs.size() - 1; i >= 0; i --) {
bs.get(i).move();
if (!rect.contains(bs.get(i).getRect())) {
bs.remove(i);
}
}
for(int i = m.size() - 1; i >= 0; i --) {
m.get(i).move();
if (!rect.contains(m.get(i).getRect())) {
m.remove(i);
}
}
collide();
}
更新[看起来不错:)]:
最佳答案
好吧,我不是游戏行业的专家,但这是我的建议:
private volatile boolean isDestroyed = false
; 注意 : volatile 是必要的!
注意 :您还可以在 Task 中放置销毁游戏对象的动画。
编辑 :
所以让我们尝试一个例子..下面的代码不是绘制/移动形状的最佳方式,它只是为了展示我的解决方案。
主类
import java.util.ArrayList;
import java.util.Random;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.stage.Stage;
public class TestApp extends Application {
public static void main(String[] args) {
launch(args);
}
@Override
public void start(Stage stage) throws Exception {
Group root = new Group();
Scene theScene = new Scene(root);
stage.setScene(theScene);
Canvas canvas = new Canvas(512, 820);
root.getChildren().add(canvas);
GraphicsContext gc = canvas.getGraphicsContext2D();
ArrayList<Lasser> allLassers = new ArrayList<>();
Random randGen = new Random();
for (int i = 0; i < 10; i++) {
// create 10 lessers with different self-destruction time
// on random places
allLassers.add(new Lasser(randGen.nextInt(500) + 10, 800, i * 1000));
}
new AnimationTimer() {
public void handle(long currentNanoTime) {
// Clear the canvas
gc.clearRect(0, 0, 512, 820);
for (Lasser l : allLassers) {
// if the current object is still ok
if (!l.isDestroyed()) {
// draw it
gc.fillRect(l.getxPos(), l.getyPos(), l.getWidth(), l.getHeight());
}
}
// remove all destroyed object
for (int i = allLassers.size() - 1; i >= 0; i--) {
if (allLassers.get(i).isDestroyed()) {
allLassers.remove(i);
}
}
}
}.start();
stage.show();
}
}
小类
import javafx.concurrent.Task;
import javafx.scene.shape.Rectangle;
public class Lasser extends Rectangle {
private volatile boolean isDestroyed = false;
private double xPos;
private double yPos;
public Lasser(double x, double y, long time) {
super(x, y, 5, 20);
this.xPos = x;
this.yPos = y;
startSelfDestruct(time);
}
private void startSelfDestruct(long time) {
Task<Void> task = new Task<Void>() {
@Override
protected Void call() {
try {
Thread.sleep(time);
} catch (InterruptedException e) {
}
return null;
}
};
task.setOnSucceeded(e -> {
isDestroyed = true;
});
new Thread(task).start();
}
public void move(double x, double y) {
this.xPos = x;
this.yPos = y;
}
public boolean isDestroyed() {
return isDestroyed;
}
public double getxPos() {
return xPos;
}
public double getyPos() {
this.yPos -= 1;
return yPos;
}
}
关于java游戏如何构造定时效果/定距效果?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/46760004/