控制器类:for循环构造也没有创造敌人的一排无法生成敌人的排,产生只有一个敌人:
package com.game.src.main;
import java.awt.Graphics;
import java.util.LinkedList;
import java.util.Random;
public class Controller
{
private LinkedList<Enemy> e = new LinkedList<Enemy>();
Random r = new Random();
Enemy TempEnemy = null;
Game game;
Textures tex;
public Controller(Game game, Textures tex)
{
this.game = game;
this.tex = tex;
**for(int x = 0; x < (Game.WIDTH * Game.SCALE); x += 21)
addEnemy(new Enemy(x, 200, tex));**
}
public void tick()
{
for(int i = 0; i < e.size(); i++)
TempEnemy = e.get(i);
TempEnemy.tick();
}
public void render(Graphics g)
{
for(int i = 0; i < e.size(); i++)
TempEnemy = e.get(i);
TempEnemy.render(g);
}
public void addEnemy(Enemy block)
{
e.add(block);
}
public void removeEnemy(Enemy block)
{
e.remove(block);
}
}
我。它应该做什么,它应该呈现出一排敌人精灵,而是呈现最后一个在屏幕的最右角。 :\敌对阶级是如下:
package com.game.src.main;
import java.awt.Graphics;
public class Enemy
{
private int x = 0;
private int y = 0;
private Textures tex = null;
public Enemy(int x, int y, Textures tex)
{
this.x = x;
this.y = y;
this.tex = tex;
}
public void tick()
{
y+= 3;
if(y >= (Game.HEIGHT * Game.SCALE))
y = 0;
}
public void render(Graphics g)
{
g.drawImage(tex.spike, x, y, null);
}
}
质感一流:
package com.game.src.main;
import java.awt.image.BufferedImage;
public class Textures
{
public BufferedImage player, spike;
private SpriteSheet ss;
public Textures(Game game)
{
ss = new SpriteSheet(game.getSpriteSheet());
getTextures();
}
private void getTextures()
{
player = ss.grabImage(1, 1, 44, 65);
spike = ss.grabImage(1, 3, 21, 65);
}
public void setUp()
{
player = ss.grabImage(3, 1, 43, 65);
}
public void setDown()
{
player = ss.grabImage(1, 1, 43, 65);
}
public void setLeft()
{
player = ss.grabImage(5, 1, 43, 65);
}
public void setRight()
{
player = ss.grabImage(7, 1, 43, 65);
}
}
只是一个问题在我的身边:你为什么要使用TempEnemy变量?你可以写'e.get(i).render(g)'或'e.get(i).tick()'或者我错过了什么? – Mischa
有趣的是,我不知道我可以直接使用你提到的方法。检查后,它产生了一整行:D今天学习了一些东西。我认为额外的加载项变量TempEnemy正在创建问题:\但为什么? :\ – Xirexor
你在答案中找到了答案^^ – Mischa