角色从屏幕边缘掉下来

时间:2017-04-27 22:41:00

标签: java netbeans game-physics

所以我正在制作一个游戏,用户控制一个矩形,从底部的一个盒子左右移动,但它落在边缘,我不知道如何阻止这个,帮助将不胜感激。我已经尝试了很多东西来阻止它,但没有任何效果,我真的需要一些帮助来保持矩形实际上在屏幕上。

public Rectangle character;
public Rectangle bottomBox;

public int charW = 100;
public int charH = 15;

public boolean right = false;
public boolean left = false;
public boolean up = false;
public boolean down = false;
public boolean mouseActive = false;

public Point mouse;

public Keying(Display f, Images i){
    character = new Rectangle(180, 180, charW, charH); 
    bottomBox = new Rectangle (0, 350, 9000, 30);

    f.addKeyListener(new KeyAdapter(){
        public void keyPressed(KeyEvent e){
            if(e.getKeyCode() == KeyEvent.VK_D){
                mouseActive = false;
                right = true;
                character.x += 1;
            }
            if(e.getKeyCode() == KeyEvent.VK_A){
                mouseActive = false;
                left = true;
                character.x -= 1;
            }
            if(e.getKeyCode() == KeyEvent.VK_M){
                mouseActive = false;
            }
        }

        public void keyReleased(KeyEvent e){
            if(e.getKeyCode() == KeyEvent.VK_D){
                right = false;
            }
            if(e.getKeyCode() == KeyEvent.VK_A){
                left = false;
            }
        }
    });

    f.addMouseMotionListener(new MouseMotionAdapter() {

        public void mouseMoved(MouseEvent e){
            int mouseX = e.getX();
            int mouseY = e.getY();
            mouse = new Point(mouseX, mouseY); 
            if(mouseActive && character.x != Main.w - charW){
                character.x = mouse.x;
                character.y = mouse.y;
            }
            repaint();
        }           
    });

    f.addMouseListener(new MouseAdapter(){
        public void mouseClicked(MouseEvent e){
        mouse = new Point (e.getX(), e.getY());

        if(e.getButton() == MouseEvent.NOBUTTON){
            character.x = mouse.x;
            character.y = mouse.y;
        }
        }
    });
}    

public void paintComponent(Graphics g){
    super.paintComponent(g);
    Point pt1 = new Point(character.x, character.y + character.height);
    if(!bottomBox.contains(pt1) && !mouseActive){
        character.y++;         
    }

    this.setBackground(Color.YELLOW);
    {g.setColor(Color.BLACK);
    g.fillRect(character.x, character.y, character.width, character.height);}
    {g.setColor(Color.darkGray);
    g.fillRect(bottomBox.x, bottomBox.y, bottomBox.width, bottomBox.height);

    if(right && character.x != Main.w - charW){
        character.x += 1;
    }
    if(left && character.x != 0){
        character.x -= 1;
    }
    repaint();   
}

} }

1 个答案:

答案 0 :(得分:0)

  

我真的需要一些帮助才能将矩形实际保留在屏幕上。

你需要做一些基本的逻辑检查,看看是否可以在面板的范围内绘制矩形。

您现在可以看到矩形的位置和宽度,只需检查总和是否不大于面板的宽度。

例如,您可以查看Motion Using the Keyboard中找到的逻辑。所有代码示例都包含一个#include <type_traits> template<typename T> class Foo { static_assert( std::is_base_of<MyBase, T>::value, "T must be a descendant of MyBase" ); void SomeMethod() { auto bar = T(); //or auto bar = T("Constructor with parameter") bar.someFunctionOnMyBase(); } }; 方法,用于进行边界检查。

另外,请注意示例中您的绘图代码不应计算字符的位置。绘制方法应该只根据角色的当前属性绘制角色。只有用户操作才能更改角色的属性,因为您无法控制何时调用绘制方法。

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