java - 我怎样才能让我的 "Enemy"去追逐 "goal"- Java

标签 java position action move

我一直在尝试编写一个 friend 给我的半成品简单java游戏的代码(我想尝试学习编码,所以他给了我这个他第一年编程课上的旧作业)。 他告诉我尝试使用他给我的两个类(一个主类和一个子类)来构建游戏。

到目前为止,除了找到一种方法让我的敌人类别无论其位置如何都朝着目标前进之外,我已经让一切都按预期进行。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 move ,但我希望无论如何都能找到目标的位置并朝着目标前进。

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,那就太合适了,或者即使你可以将我链接到另一篇文章,解释如何做我想做的事情。

提前谢谢您。

GameManager(主)类:

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)类别:

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)类:

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;
    }


}

最佳答案

如果您想将修改仅限于performAction方法,则当前代码是不可能的。

1) 敌人无法访问(查看)目标的坐标。这意味着代码无法找出到达目标的路径,因为它没有目的地的 X 和 Y。 2) 要解决这个问题,您需要敌人能够看到目标的 X 和 Y。最快的方法是使用 getters and setters在 GameManager 类中返回存储的 Goal 对象。然后你可以修改你的敌人constructor存储对创建它的 GameManager 的引用。

游戏管理器:

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 Goal 对象,并使用它的 X 和 Y 来执行一些逻辑(这将在 PerformAction 方法内执行):

int goalX = gameManager.getGoal().getX();
int goalY = gameManager.getGoal().getY();

...some logic to calculate the direction here...

我相信您会知道如何处理这些数字,并弄清楚如何从那里实现目标。

@编辑 如果不是 - one way would be comparing Xs and Ys敌人和目标,然后 incrementing/decrementing相应地 valX 和/或 valY。

关于java - 我怎样才能让我的 "Enemy"去追逐 "goal"- Java,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50364564/

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