Java Breakout 游戏过早退出

标签 java

我正在介绍在线编程。但是,我被困在一项任务上。

作业是编写一个闯关游戏。我已经成功编写了 97% 的游戏。然而,游戏在移除所有积木之前停止。有时还剩 4 block 积木,有时是 11 block 。程序设计为在计分器到达所有积木都消失的点时停止,因此它必须提前到达该点。

我做错了什么?

编辑:内联代码。和改写的问题

/*
 * File: Breakout.java
 * -------------------
 * Name:Alex Godin
 * 
 * This file will eventually implement the game of Breakout.
 */

import acm.graphics.*;
import acm.program.*;
import acm.util.*;

import java.applet.*;
import java.awt.*;
import java.awt.event.*;

public class Breakout extends GraphicsProgram {

/** Width and height of application window in pixels */
   public static final int APPLICATION_WIDTH = 400;
   public static final int APPLICATION_HEIGHT = 600;

/** Dimensions of game board (usually the same) */
   private static final int WIDTH = APPLICATION_WIDTH;
   private static final int HEIGHT = APPLICATION_HEIGHT;

/** Dimensions of the paddle */
   private static final int PADDLE_WIDTH = 60;
   private static final int PADDLE_HEIGHT = 10;

/** Offset of the paddle up from the bottom */
   private static final int PADDLE_Y_OFFSET = 30;

/** Number of bricks per row */
   private static final int NBRICKS_PER_ROW = 10;

/** Number of rows of bricks */
   private static final int NBRICK_ROWS = 10;

/** Separation between bricks */
   private static final int BRICK_SEP = 4;

/** Width of a brick */
   private static final int BRICK_WIDTH =
     (WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP) / NBRICKS_PER_ROW;

/** Height of a brick */
   private static final int BRICK_HEIGHT = 8;

/** Radius of the ball in pixels */
   private static final int BALL_RADIUS = 10;

/** Offset of the top brick row from the top */
   private static final int BRICK_Y_OFFSET = 70;

/** Number of turns */
   private static final int NTURNS = 3;

/**pause time*/
   private static final int PAUSE_TIME = 3;

/**THE VALUE OF EACH BRICK*/
   private static final int BRICKVAL = 10;

/** ivar holding the ball*/
   private GOval ball;

/**The current row(for setup)*/
   private static int rownum = 0;

/**The paddle*/
   private static GRect paddle = new GRect(PADDLE_WIDTH, PADDLE_HEIGHT);

/**The velocity*/
   private static double vx, vy;

/**the random generator*/
   private RandomGenerator rgen = RandomGenerator.getInstance();

/**bricks remaining*/
   private static int bricks = NBRICKS_PER_ROW * NBRICK_ROWS;

/**the score int*/
   private static int scoreINT = 0;

/**livesRemaining*/
   private static int livesINT = NTURNS;

/**score label*/
   private static GLabel score = new GLabel("Score:" + scoreINT,0,0);

/**lives label*/
   GLabel lives = new GLabel("lives :" + livesINT,0,0);

/* Method: run() */
/** Runs the Breakout program */
   public void run() {
      scoreAndLives();
      setUpBricks();
      paddle();
      addMouseListeners();
      addKeyListeners();
      vx = rgen.nextDouble(1.0, 3.0);
      ball();
      move();
   }

/**adds a score and life counter*/
   private void scoreAndLives(){
      score();
      lives();
   }

/**adds a score counter*/
   private void score(){
      score.setLocation(7,7 + score.getHeight());
      score.setColor(Color.RED);
      score.setFont(new Font("Serif", Font.BOLD, 24));
      add(score);
   }

/**adds a life counter*/
   private void lives(){
      lives.setLocation(WIDTH - lives.getWidth()*2 + 7,7 + lives.getHeight());
      lives.setColor(Color.RED);
      lives.setFont(new Font("Serif", Font.BOLD, 24));
      add(lives);
   }

/**designs the brick */
   private GRect brickDesign() {
      GRect brick = new GRect(BRICK_WIDTH, BRICK_HEIGHT);
      brick.setFilled(true);
      switch (rownum + 1){
         case 1: brick.setColor(Color.RED); break;
         case 2: brick.setColor(Color.RED); break;
         case 3: brick.setColor(Color.ORANGE); break;
         case 4: brick.setColor(Color.ORANGE); break;
         case 5: brick.setColor(Color.YELLOW); break;
         case 6: brick.setColor(Color.YELLOW); break;
         case 7: brick.setColor(Color.GREEN); break;
         case 8: brick.setColor(Color.GREEN); break;
         case 9: brick.setColor(Color.CYAN); break;
         case 10: brick.setColor(Color.CYAN); break;
      }
      return brick; 
   }

/**sets up the bricks*/
   private void setUpBricks(){
      int x=0;
      int y=0;
      for(int i=0; i<NBRICK_ROWS; i++){
         x=0;
         y=rownum * BRICK_HEIGHT + BRICK_SEP * i + BRICK_Y_OFFSET;
         for(int j=0; j<NBRICKS_PER_ROW + 1; j++){
            add(brickDesign(), x, y);
            x=(j * BRICK_WIDTH) + (BRICK_SEP * j);
         }                                                                                                                                                                                                                                    
         rownum+=1;
      }
   }

/**initializes the paddle*/
   private void paddle(){
      int xCenter = WIDTH/2 - PADDLE_WIDTH/2;
      paddle.setFilled(true);
      add(paddle, xCenter, HEIGHT-PADDLE_Y_OFFSET);
   }

/**moves the paddle*/
   public void mouseMoved(MouseEvent e){
      int x = e.getX();
      if(x < WIDTH-PADDLE_WIDTH){
         paddle.setLocation(x, APPLICATION_HEIGHT - PADDLE_Y_OFFSET);
      }
   }

/**sets up the ball*/
   private void ball(){
      ball = new GOval( WIDTH/2 - BALL_RADIUS, HEIGHT/2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2);
      ball.setFilled(true);
      add(ball);
      vy = 3.0;
   }

/**the animation*/
   private void move(){
      if (rgen.nextBoolean(0.5)) vx = -vx;
         while(true){
            ball.move(vx, vy);
            checkWallColisions();
            checkCollisions();
            pause(PAUSE_TIME);
            if(scoreINT == bricks * BRICKVAL){
               break;
            }
         }
   }

/**Checks for colisions with the wall*/
   private void checkWallColisions(){
      if(xWallCollision() == true){
         xColide();
      }
      if(yWallCollision() == true){

         yColide();
      }           

   }

/**what to do in case of a x collision*/
   private void xColide(){
      if(vx>0){
         vx = -1 * rgen.nextDouble(1.0, 3.0);
      }else{
         vx = rgen.nextDouble(1.0, 3.0);
      }
   }

/**what to do in case of a y collision*/
   private void yColide(){
      if(vx>0){
         vx = rgen.nextDouble(1.0, 3.0);
      }else{
         vx = -1 * rgen.nextDouble(1.0, 3.0);
      }
      vy=-vy;     
   }

/**checks for an x wall colision*/
   private boolean xWallCollision(){
      if(ball.getX() + BALL_RADIUS*2 > WIDTH){
         double bally=ball.getY();
         ball.setLocation(WIDTH-BALL_RADIUS*2, bally);
         return true;
      }else if(ball.getX() < 0){
         double bally=ball.getY();
         ball.setLocation(0, bally);
         return true;
      }else{
         return false;
      }
   }

/**checks for a y wall colision*/
   private boolean yWallCollision(){
      if(ball.getY() > HEIGHT - BALL_RADIUS*2){
         return true;
      }if(ball.getY() < 0){
         return true;
      }else{
         return false;
      }
   }

/**gets coliders*/
   private GObject getColidingObject(){
      if(getElementAt(ball.getX(), ball.getY()) != null){
         return getElementAt(ball.getX(), ball.getY());
      }else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY()) != null){
         return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY());
      }else if(getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2) != null){
         return getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2);
      }else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2) != null){
         return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2);
      }else{
         return null;
      }
   }

/**checks for brick and paddle colisions*/
   private void checkCollisions(){
      GObject colider = getColidingObject();
      if(colider == paddle){
         yColide();
      }else if(colider == lives || colider == score){

      }else if(colider != null){
         yColide();
         remove(colider);
         scoreINT+=BRICKVAL;
         score.setLabel("Score:" + scoreINT);
      }
   }
}

我可以让球四处弹跳,但是在移除所有积木并且球停止弹跳之前,循环就逃脱了。当分数达到所有积木都将消失的点时,循环将退出。然而,它达到那个点还为时过早。

/**the animation*/
private void move(){
        if (rgen.nextBoolean(0.5)) vx = -vx;
                while(true){
                        checkCollisions();
                        ball.move(vx, vy);
                        checkWallColisions();
                        pause(PAUSE_TIME);
                        //where i'm having issues - the loop is set to escape when the score reaches the point at which all the bricks will be gone but the score is reaching that point too early 
                        if(scoreINT == bricks * BRICKVAL){
                                break;
                        }
                }
}

/**gets coliders*/
private GObject getColidingObject(){
        if(getElementAt(ball.getX(), ball.getY()) != null){
                return getElementAt(ball.getX(), ball.getY());
        }else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY()) != null){
                return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY());
        }else if(getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2) != null){
                return getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2);
        }else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2) != null){
                return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2);
        }else{
                return null;
        }
}

/**checks for brick and paddle colisions*/
private void checkCollisions(){
        GObject colider = getColidingObject();
        if(colider == paddle){
                yColide();
        }else if(colider == lives || colider == score){}else if(colider != null){
                remove(colider);
                yColide();
        }
}

最佳答案

在您的 setUpBricks 方法中,看起来您正在创建 NBRICK_ROWS * (NBRICKS_PER_ROW + 1) 积木。但是在您的 move 方法中,您只检查 NBRICKS_PER_ROW * NBRICK_ROWS 砖 block 。

关于Java Breakout 游戏过早退出,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/1312812/

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