我正在做一个RPG游戏,但是,我现在有一个错误。玩家的角色可以在所有四个基本方向上移动,但如果你向右、向上或向下移动,玩家就会被卡住。
此外,这个错误似乎有一定的逻辑性:
如果向下移动,角色将卡在向下移动的循环中
除非按下向上箭头,否则玩家将开始一个新的向上无限循环
除非按下向右箭头,否则玩家将开始一个新的向右无限循环
所以权利似乎优先于上,而上优先于下。
奇怪的是,向左移动工作得很完美,即使当角色卡在无限循环中时,向左箭头键也总是会导致玩家以正确的方式向左移动。
我不明白代码中的错误在哪里。我不知道为什么向左运动有效,而其他三个方向无效。我不明白为什么其他三个方向之间似乎也有某种优先顺序。
我已经看了这个程序,我不认为我对待向左运动不同于任何其他方向。然而,考虑到这个错误,我可能错了。
由于30k字数限制,我没有足够的空间来包含这里的所有代码。因此,我包含了一个到我的github的链接,所以你可以在那里看到代码。
https://github.com/davey67/bludbourne
我认为这些课程可能是最重要的课程:
package com.bludbourne.game.desktop;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Application;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.bludbourne.game.BludBourne;
public class DesktopLauncher {
public static void main (String[] arg) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.title="BludBourne";
config.useGL30=false;
config.width =480;
config.height=480;
Application app = new LwjglApplication(new BludBourne(),config);
Gdx.app=app;
Gdx.app.setLogLevel(Application.LOG_DEBUG);
}
}
/
package com.bludbourne.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.bludbourne.game.screens.MainGameScreen;
import com.badlogic.gdx.Game;
public class BludBourne extends Game {
public static final MainGameScreen _mainGameScreen = new MainGameScreen();
@Override
public void create () {
setScreen(_mainGameScreen);
}
@Override
public void dispose () {
_mainGameScreen.dispose();
}
}
/
package com.bludbourne.game;
import java.util.HashMap;
import java.util.Map;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.math.Vector3;
public class PlayerController implements InputProcessor
{
private final static String TAG = PlayerController.class.getSimpleName();
enum Keys{
LEFT,RIGHT,UP,DOWN,QUIT
}
enum Mouse{
SELECT,DOACTION
}
private static Map<Keys,Boolean> keys=new HashMap<PlayerController.Keys,Boolean>();
private static Map<Mouse,Boolean> mouseButtons = new HashMap<PlayerController.Mouse,Boolean>();
private Vector3 lastMouseCoordinates;
static {
keys.put(Keys.LEFT,false);
keys.put(Keys.RIGHT,false);
keys.put(Keys.UP,false);
keys.put(Keys.DOWN, false);
keys.put(Keys.QUIT, false);
}
static {
mouseButtons.put(Mouse.SELECT, false);
mouseButtons.put(Mouse.DOACTION, false);
}
private Entity _player;
public PlayerController(Entity player) {
this.lastMouseCoordinates=new Vector3();
this._player=player;
}
@Override
public boolean keyDown(int keycode)
{
if(keycode ==Input.Keys.LEFT||keycode==Input.Keys.A) {
this.leftPressed();
}
if(keycode ==Input.Keys.RIGHT||keycode==Input.Keys.D) {
this.rightPressed();
}
if(keycode ==Input.Keys.UP||keycode==Input.Keys.W) {
this.upPressed();
}
if(keycode ==Input.Keys.DOWN||keycode==Input.Keys.S) {
this.downPressed();
}
if(keycode==Input.Keys.Q) {
this.quitPressed();
}
return true;
}
@Override
public boolean keyUp(int keycode)
{
if(keycode ==Input.Keys.LEFT||keycode==Input.Keys.A) {
this.leftReleased();
}
if(keycode ==Input.Keys.RIGHT||keycode==Input.Keys.D) {
this.rightReleased();
}
if(keycode ==Input.Keys.UP||keycode==Input.Keys.W) {
this.upReleased();
}
if(keycode ==Input.Keys.DOWN||keycode==Input.Keys.S) {
this.downReleased();
}
if(keycode==Input.Keys.Q) {
this.quitReleased();
}
return true;
}
@Override
public boolean keyTyped(char character)
{
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button)
{
if(button==Input.Buttons.LEFT||button==Input.Buttons.RIGHT) {
this.setClickedMouseCoordinates(screenX,screenY);
}
if(button==Input.Buttons.LEFT) {
this.selectMouseButtonPressed(screenX,screenY);
}
if(button==Input.Buttons.RIGHT) {
this.doActionMouseButtonPressed(screenX,screenY);
}
return true;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button)
{
if(button==Input.Buttons.LEFT) {
this.selectMouseButtonReleased(screenX,screenY);
}
if(button==Input.Buttons.RIGHT) {
this.doActionMouseButtonReleased(screenX,screenY);
}
return true;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer)
{
// TODO Auto-generated method stub
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY)
{
// TODO Auto-generated method stub
return false;
}
@Override
public boolean scrolled(int amount)
{
// TODO Auto-generated method stub
return false;
}
public void dispose() {
}
public void leftPressed() {
keys.put(Keys.LEFT,true);
}
public void rightPressed() {
keys.put(Keys.RIGHT,true);
}
public void upPressed() {
keys.put(Keys.UP,true);
}
public void downPressed() {
keys.put(Keys.DOWN,true);
}
public void quitPressed() {
keys.put(Keys.QUIT, true);
}
public void setClickedMouseCoordinates(int x,int y) {
lastMouseCoordinates.set(x,y,0);
}
public void selectMouseButtonPressed(int x,int y) {
mouseButtons.put(Mouse.SELECT,true);
}
public void doActionMouseButtonPressed(int x,int y) {
mouseButtons.put(Mouse.DOACTION, true);
}
public void leftReleased() {
keys.put(Keys.LEFT,false);
}
public void rightReleased() {
keys.put(Keys.RIGHT,true);
}
public void upReleased() {
keys.put(Keys.UP,true);
}
public void downReleased() {
keys.put(Keys.DOWN,true);
}
public void quitReleased() {
keys.put(Keys.QUIT, true);
}
public void selectMouseButtonReleased(int x,int y) {
mouseButtons.put(Mouse.SELECT, false);
}
public void doActionMouseButtonReleased(int x ,int y) {
mouseButtons.put(Mouse.DOACTION, false);
}
public void update(float delta) {
processInput(delta);
}
public static void hide() {
keys.put(Keys.LEFT, false);
keys.put(Keys.RIGHT, false);
keys.put(Keys.UP, false);
keys.put(Keys.DOWN, false);
keys.put(Keys.QUIT, false);
}
private void processInput(float delta) {
if(keys.get(Keys.LEFT)) {
_player.calculateNextPosition(Entity.Direction.LEFT,delta);
_player.setState(Entity.State.WALKING);
_player.setDirection(Entity.Direction.LEFT,delta);
}
else if(keys.get(Keys.RIGHT)) {
_player.calculateNextPosition(Entity.Direction.RIGHT,delta);
_player.setState(Entity.State.WALKING);
_player.setDirection(Entity.Direction.RIGHT,delta);
}
else if(keys.get(Keys.UP)) {
_player.calculateNextPosition(Entity.Direction.UP,delta);
_player.setState(Entity.State.WALKING);
_player.setDirection(Entity.Direction.UP,delta);
}
else if(keys.get(Keys.DOWN)) {
_player.calculateNextPosition(Entity.Direction.DOWN,delta);
_player.setState(Entity.State.WALKING);
_player.setDirection(Entity.Direction.DOWN,delta);
}
else if(keys.get(Keys.QUIT)) {
Gdx.app.exit();
}
else {
_player.setState(Entity.State.IDLE);
}
if(mouseButtons.get(Mouse.SELECT)) {
mouseButtons.put(Mouse.SELECT, false);
}
}
}
/
package com.bludbourne.game;
import java.util.UUID;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
public class Entity
{
private static final String TAG = Entity.class.getSimpleName();
private static final String _defaultSpritePath = "sprites/characters/Warrior.png";
private Vector2 _velocity;
private String _entityID;
private Direction _currentDirection = Direction.LEFT;
private Direction _previousDirection = Direction.UP;
private Animation _walkLeftAnimation;
private Animation _walkRightAnimation;
private Animation _walkUpAnimation;
private Animation _walkDownAnimation;
private Array<TextureRegion> _walkLeftFrames;
private Array<TextureRegion> _walkRightFrames;
private Array<TextureRegion> _walkUpFrames;
private Array<TextureRegion> _walkDownFrames;
protected Vector2 _nextPlayerPosition;
protected Vector2 _currentPlayerPosition;
protected State _state = State.IDLE;
protected float _frameTime = 0f;
protected Sprite _frameSprite = null;
protected TextureRegion _currentFrame = null;
public final int FRAME_WIDTH = 16;
public final int FRAME_HEIGHT = 16;
public static Rectangle boundingBox;
public enum State
{
IDLE, WALKING
}
public enum Direction
{
UP, RIGHT, DOWN, LEFT
}
public Entity() {
initEntity();
}
public void initEntity()
{
this._entityID = UUID.randomUUID().toString();
this._nextPlayerPosition = new Vector2();
this._currentPlayerPosition = new Vector2();
this.boundingBox = new Rectangle();
this._velocity = new Vector2(2f, 2f);
Utility.loadTextureAsset(_defaultSpritePath);
loadDefaultSprite();
loadAllAnimations();
}
public void update(float delta)
{
_frameTime = (_frameTime + delta) % 5;
setBoundingBoxSize(0f, 0.5f);
}
public void init(float startX, float startY)
{
this._currentPlayerPosition.x = startX;
this._currentPlayerPosition.y = startY;
this._nextPlayerPosition.x = startX;
this._nextPlayerPosition.y = startY;
}
public void setBoundingBoxSize(float percentageWidthReduced, float percentageHeightReduced)
{
float width;
float height;
float widthReductionAmount = 1.0f - percentageWidthReduced;
float heightReductionAmount = 1.0f - percentageHeightReduced;
if (widthReductionAmount > 0 && widthReductionAmount < 1)
{
width = FRAME_WIDTH * widthReductionAmount;
}
else
{
width = FRAME_WIDTH;
}
if (heightReductionAmount > 0 && heightReductionAmount < 1)
{
height = FRAME_HEIGHT * heightReductionAmount;
}
else
{
height = FRAME_HEIGHT;
}
if (width == 0 || height == 0)
{
Gdx.app.debug(TAG, "Width and Height are 0!! " + width + ":" + height);
}
float minX;
float minY;
if (MapManager.UNIT_SCALE > 0)
{
minX = _nextPlayerPosition.x / MapManager.UNIT_SCALE;
minY = _nextPlayerPosition.y / MapManager.UNIT_SCALE;
}
else
{
minX = _nextPlayerPosition.x;
minY = _nextPlayerPosition.y;
}
boundingBox.set(minX, minY, width, height);
}
private void loadDefaultSprite()
{
Texture texture = Utility.getTextureAsset(_defaultSpritePath);
TextureRegion[][] textureFrames = TextureRegion.split(texture, FRAME_WIDTH, FRAME_HEIGHT);
_frameSprite = new Sprite(textureFrames[0][0].getTexture(), 0, 0, FRAME_WIDTH, FRAME_HEIGHT);
_currentFrame = textureFrames[0][0];
}
public void loadAllAnimations()
{
Texture texture = Utility.getTextureAsset(_defaultSpritePath);
TextureRegion[][] textureFrames = TextureRegion.split(texture, FRAME_WIDTH, FRAME_HEIGHT);
_walkDownFrames = new Array<TextureRegion>(4);
_walkLeftFrames = new Array<TextureRegion>(4);
_walkRightFrames = new Array<TextureRegion>(4);
_walkUpFrames = new Array<TextureRegion>(4);
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
TextureRegion region=textureFrames[i][j];
if(region==null) {
Gdx.app.debug(TAG, "Got null animation frame "+i+","+j);
}
switch(i) {
case 0:
_walkDownFrames.insert(j,region);
break;
case 1:
_walkLeftFrames.insert(j,region);
break;
case 2:
_walkRightFrames.insert(j,region);
break;
case 3:
_walkUpFrames.insert(j,region);
break;
}
}
}
_walkDownAnimation = new Animation(0.25f,_walkDownFrames,Animation.PlayMode.LOOP);
_walkLeftAnimation = new Animation(0.25f,_walkLeftFrames,Animation.PlayMode.LOOP);
_walkRightAnimation = new Animation(0.25f,_walkRightFrames,Animation.PlayMode.LOOP);
_walkUpAnimation = new Animation(0.25f,_walkUpFrames,Animation.PlayMode.LOOP);
}
public void dispose() {
Utility.unloadAsset(_defaultSpritePath);
}
public void setState(State state) {
this._state = state;
}
public Sprite getFrameSprite() {
return _frameSprite;
}
public TextureRegion getFrame() {
return _currentFrame;
}
public Vector2 getCurrentPosition() {
return _currentPlayerPosition;
}
public void setCurrentPosition(float currentPositionX,float currentPositionY) {
_frameSprite.setX(currentPositionX);
_frameSprite.setY(currentPositionY);
this._currentPlayerPosition.x=currentPositionX;
this._currentPlayerPosition.y=currentPositionY;
}
public void setDirection(Direction direction,float deltaTime) {
this._previousDirection=this._currentDirection;
this._currentDirection=direction;
switch(_currentDirection) {
//not sure about this
case DOWN:
_currentFrame=(TextureRegion) _walkDownAnimation.getKeyFrame(_frameTime);
break;
case LEFT:
_currentFrame=(TextureRegion) _walkLeftAnimation.getKeyFrame(_frameTime);
break;
case RIGHT:
_currentFrame=(TextureRegion) _walkRightAnimation.getKeyFrame(_frameTime);
break;
case UP:
_currentFrame=(TextureRegion) _walkUpAnimation.getKeyFrame(_frameTime);
break;
default:
break;
}
}
public void setNextPositionToCurrent() {
setCurrentPosition(_nextPlayerPosition.x,_nextPlayerPosition.y);
}
public void calculateNextPosition(Direction currentDirection,float deltaTime) {
float testX=_currentPlayerPosition.x;
float testY=_currentPlayerPosition.y;
_velocity.scl(deltaTime);
switch(currentDirection) {
case LEFT:
testX-=_velocity.x;
break;
case RIGHT:
testX+=_velocity.x;
break;
case UP:
testY+=_velocity.y;
break;
case DOWN:
testY-=_velocity.y;
break;
default:
break;
}
_nextPlayerPosition.x=testX;
_nextPlayerPosition.y=testY;
_velocity.scl(1/deltaTime);
}
}
我觉得我可能遗漏了一些明显的东西,但是,我仍然看不到错误。非常感谢帮助。谢谢你。
我的github还包含精灵表和三个地图,所有这些都将存储在我项目的资产文件夹中。
请注意PlayerInput
public void leftReleased() {
keys.put(Keys.LEFT,false);
}
public void rightReleased() {
keys.put(Keys.RIGHT,true);
}
public void upReleased() {
keys.put(Keys.UP,true);
}
public void downReleased() {
keys.put(Keys.DOWN,true);
}
我相信当密钥被释放时,它应该是false
,而不是true
。我已经验证了这可以防止无限循环。
右,上,然后下的优先级顺序是由于在处理输入
中检查键的顺序。
我在使用我创建的bot为服务器中的不协调用户分配角色时遇到问题。 我编写的代码是用于与FaceIT交互的,它工作得很好,但我希望能够根据一个用户进行了多少次匹配来分配角色。 通过我的代码,我知道discord用户的ID,因为它们存储在配置文件中,配置被加载到一个名为 运行代码时,出现以下错误: 不一致外部命令。错误。CommandInvokeError:命令引发异常:AttributeError:
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刚开始使用pygame,当你按住箭头键时,试图让一个简单的点在屏幕上移动。目前,它只在你按键时移动,但你必须重复按键。 此外,我很感激你对我目前的代码有任何建议,可以改进或改变,使之更有效。
由于列表中最高角色的位置等于角色的数量,所以创建的每个角色都应该移动到完全相同的位置,从而将其下面的每个角色都低一个位置。 但这不是正在发生的事情。 在执行这些代码行并降低进程速度时(通过使用和/或),我看到了以下情况: null 如果您怀疑这是我的代码中根深蒂固的,请让我知道,因为我可以为您提供更多的细节。