好吧,所以我正在开发一个Java2D游戏,并且我已经接近正确地处理碰撞了。我有一个玩家类,一个块类,以及玩家的xvel,yvel等等。 y碰撞是正确的,但是当我尝试让X碰撞起作用时,它就完全搞砸了。而且,即使Y碰撞正常,玩家只是在区块上方轻微摆动。 我已经为我的玩家设置了一个碰撞盒。我究竟做错了什么? 这里是我的代码(我知道这是不是最好的):Java 2D游戏:不能碰撞正确
编辑: 好了,我已成功地阻止玩家从上下摆动,我已经改变了碰撞检查的方式。我删除了播放器的hitbox,并使用了.png精灵,并调整了大小,以便运行良好。所以,问题在于,即使玩家没有水平进入该块,“if(player.xvel < 0){}”和“if(player.xvel> 0){}”仍然在执行。我怎样才能让代码在玩家水平运行/走进代码块时执行?
Block.java:
import java.awt.*;
import javax.imageio.ImageIO;
import java.io.*;
import java.awt.Rectangle;
class Block {
Image block_sprite;
Image dirt;
int x;
int y;
int height;
int width;
int i = 0;
public Block(int X, int Y, int Width, int Height, int block_type) {
x = X * 32;
y = Y * 32;
width = Width;
height = Height;
try {
dirt = ImageIO.read(new File("img/dirt.png"));
} catch(IOException e) {
e.printStackTrace();
}
if (block_type == 1) {
block_sprite = dirt;
}
}
void draw(Graphics g) {
g.fillRect(x + Display.graphics_panel.WorldX, y, width, height);
}
void collide(Player player) {
Rectangle player_hb = new Rectangle((int) player.x, (int) player.y, (int) player.width, (int) player.height);
Rectangle block_hb = new Rectangle(x + Display.graphics_panel.WorldX, y, width, height);
if (player_hb.intersects(block_hb)) {
Rectangle intersection = (Rectangle) player_hb.createIntersection(block_hb);
if (player.yvel > 0) {
player.jumping = false;
player.y -= intersection.getHeight();
}
if (player.yvel < 0) {
player.y += intersection.getHeight();
}
if (player.xvel > 0) {
System.out.println("You shouldn't see this unless you run into a block!" + i++);
}
if (player.xvel < 0) {
System.out.println("You shouldn't see this unless you run into a block!" + i--);
}
}
}
}
Player.java:
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.imageio.*;
import java.io.*;
class Player extends Entity {
float x = Display.WINDOW_WIDTH/2;
float y = 430;
float width = 48;
float height = 103;
float xvel = 0;
float yvel = 0;
float gravity = 0.4f;
float xvel_max = 2;
float yvel_max = 8;
float xvel_min = -2;
float yvel_min = -8;
String dir = "left";
float sword_offsetX = 49;
float sword_offsetY = 32;
Boolean jumping = false;
Image sprite;
Image sword_sprite;
Image sprite_r;
Image sprite_r_a1;
Image sprite_r_a2;
Image sprite_l;
Image sprite_l_a1;
Image sprite_l_a2;
Image ssprite_r;
Image ssprite_l;
Player() {
try {
sprite_r = ImageIO.read(new File("img/player_r.png"));
sprite_r_a1 = ImageIO.read(new File("img/player_r_a1.png"));
sprite_r_a2 = ImageIO.read(new File("img/player_r_a2.png"));
sprite_l = ImageIO.read(new File("img/player_l.png"));
sprite_l_a1 = ImageIO.read(new File("img/player_l_a1.png"));
sprite_l_a2 = ImageIO.read(new File("img/player_l_a2.png"));
ssprite_r = ImageIO.read(new File("img/sword_r.png"));
ssprite_l = ImageIO.read(new File("img/sword_l.png"));
if (dir == "left") {
sprite = sprite_r;
}
sword_sprite = ssprite_r;
} catch(IOException e) {
e.printStackTrace();
}
}
Graphics2D g2d;
void draw(Graphics g) {
g2d = (Graphics2D) g;
g2d.drawImage(sprite, (int) x, (int) y, null);
g2d.drawImage(sword_sprite, (int) x + (int) sword_offsetX, (int) y + (int) sword_offsetY, null);
}
void update() {
jumping = true;
yvel += gravity;
Display.graphics_panel.WorldX += xvel;
y += yvel;
for (int i = 0; i < Display.graphics_panel.world.blocks.length; i++) {
Display.graphics_panel.world.blocks[i].collide(this);
}
if (Display.keys[65] == 65 || Display.keys[68] == 68) {
if (dir == "left") {
sprite = sprite_r;
sword_sprite = ssprite_r;
sword_offsetX = 49;
} else if (dir == "right") {
sprite = sprite_l;
sword_sprite = ssprite_l;
sword_offsetX = -18;
}
if (xvel < 0) {
if (Display.graphics_panel.frameCount/10 % 2 == 0) {
sprite = sprite_r_a1;
} else {
sprite = sprite_r_a2;
}
}
if (xvel > 0) {
if (Display.graphics_panel.frameCount/10 % 2 == 0) {
sprite = sprite_l_a1;
} else {
sprite = sprite_l_a2;
}
}
}
if (xvel == 0 && dir == "left") {
sprite = sprite_r;
}
if (xvel == 0 && dir == "right") {
sprite = sprite_l;
}
if (Display.keys[65] == 65) {
xvel += 0.25;
dir = "right";
} else if (Display.keys[68] == 68) {
xvel -= 0.25;
dir = "left";
} else {
xvel = 0;
}
if (Display.keys[87] == 87 && jumping == false) {
jumping = true;
yvel = -8;
}
if (xvel > xvel_max) {
xvel = xvel_max;
} else if (xvel < xvel_min) {
xvel = xvel_min;
}
if (yvel > yvel_max) {
yvel = yvel_max;
} else if (yvel < yvel_min) {
yvel = yvel_min;
}
}
}
请提供一个最小的,完整的和可验证的例子,以便我们可以轻松地重现您的问题。 http://stackoverflow.com/help/mcve – marstran
好吧,从这里开始,我将如何启用X轴碰撞(我使用的是WorldX,它是相机的替代品,所以世界移动而不是玩家); – javaprogammer23