编辑
我试图在Java中创建一个2D平台游戏。我有一个玩家类,它有一个更新()方法:
public class Player {
...
...
...
public void update(TileBlock[][] tb, ArrayList<MovingBlock> movingBlocks) {
// checkBlockCollision(TileBlock[][] tb)
// checkMovingBlockCollision(ArrayList<MovingBlock> movingBlocks)
// Bounds for collision
int x1 = (int) (x + width + GameState.xOffset);
int y1 = (int) (y + height + GameState.yOffset);
int x2 = (int) (x + GameState.xOffset);
int y2 = (int) (y + GameState.yOffset);
// Tile Block Collision
for (TileBlock[] tileBlocks : tb) {
for (int x = 0; x < tb[0].length; x++) {
if (tileBlocks[x].getID() == 1) {
// Right collision
if (Collision.playerBlocked(new Point(x1, y2 - 2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1, y1 - 1), tileBlocks[x])) {
right = false;
}
// Left collision
if (Collision.playerBlocked(new Point(x2 - 1, y2 + 2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x2 - 1, y1 - 1), tileBlocks[x])) {
left = false;
}
// Top Collision
if (Collision.playerBlocked(new Point(x2 + 1, y2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1 - 2, y2), tileBlocks[x])) {
jumping = false;
falling = true;
}
// Bottom collision
if (Collision.playerBlocked(new Point(x2 + 2, y1 + 1), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1 - 2, y1 + 1), tileBlocks[x])) {
y = tileBlocks[x].getY() - height - GameState.yOffset;
falling = false;
topCollision = true;
}
if (!topCollision && !jumping) {
falling = true;
}
} else if (tileBlocks[x].getID() == 2) {
// Right collision
if (Collision.playerBlocked(new Point(x1, y2 - 2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1, y1 - 1), tileBlocks[x])) {
reachedGoal = true;
}
// Left collision
if (Collision.playerBlocked(new Point(x2 - 1, y2 + 2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x2 - 1, y1 - 1), tileBlocks[x])) {
reachedGoal = true;
}
// Top Collision
if (Collision.playerBlocked(new Point(x2 + 1, y2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1 - 2, y2), tileBlocks[x])) {
reachedGoal = true;
}
// Bottom collision
if (Collision.playerBlocked(new Point(x2 + 2, y1 + 1), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1 - 2, y1 + 1), tileBlocks[x])) {
reachedGoal = true;
}
}
}
}
// Moving Block Collision
if (movingBlocks != null && !movingBlocks.isEmpty()){
for (MovingBlock movingBlock : movingBlocks) {
if (movingBlock.getID() != 0) {
// Right collision
if (Collision.playerMovingBlock(new Point(x1, y2 - 2), movingBlock) ||
Collision.playerMovingBlock(new Point(x1, y1 - 1), movingBlock)) {
right = false;
}
// Left collision
if (Collision.playerMovingBlock(new Point(x2 - 1, y2 + 2), movingBlock) ||
Collision.playerMovingBlock(new Point(x2 - 1, y1 - 1), movingBlock)) {
left = false;
}
// Top Collision
if (Collision.playerMovingBlock(new Point(x2 + 1, y2), movingBlock) ||
Collision.playerMovingBlock(new Point(x1 - 2, y2), movingBlock)) {
jumping = false;
falling = true;
}
// Bottom collision
if (Collision.playerMovingBlock(new Point(x2 + 2, y1 + 1), movingBlock) ||
Collision.playerMovingBlock(new Point(x1 - 2, y1 + 1), movingBlock)) {
y = movingBlock.getY() - height - GameState.yOffset;
falling = false;
topCollision = true;
// Move the player the same amount the block is moving
GameState.xOffset += movingBlock.getMove();
} else {
if (!topCollision && !jumping) {
falling = true;
}
}
}
}
}
topCollision = false;
double moveSpeed = 2.5;
if (right) {
GameState.xOffset += moveSpeed; // Move the tile-block to the left because the player is moving right
}
if (left){
GameState.xOffset -= moveSpeed; // Move the tile-block to the right because the player is moving left
}
if (jumping){
GameState.yOffset -= currentJumpSpeed;
currentJumpSpeed -= 0.1; // Jump is slowing down at 0.1 pixel per call to update()
if (currentJumpSpeed <= 0){
currentJumpSpeed = startSpeed;
jumping = false;
falling = true;
}
}
if (falling){
GameState.yOffset += currentFallSpeed;
// Fall-speed
double maxFallSpeed = 5;
if (currentFallSpeed < maxFallSpeed){
currentFallSpeed += 0.1;
}
}
if (!falling) { currentFallSpeed = 0.1; } // So we fall again without going too fast in the start
// Player/Enemy collision
if (Collision.PECollision() && !invincible) {
health--;
invincible = true;
startTime = System.currentTimeMillis();
}
if (invincible) {
int deathDuration = 2000; //in milliseconds
long duration = System.currentTimeMillis() - startTime;
if (duration > deathDuration){
invincible = false;
}
}
}
}
这段代码可以工作,但是update()
非常大。因此,我试图提取这两个冲突方法,以便只在update()
中调用它们。但当我尝试将上面的代码更改为:
public void update(TileBlock[][] tb, ArrayList<MovingBlock> movingBlocks) {
checkBlockCollision(tb);
checkMovingBlockCollision(movingBlocks);
topCollision = false;
double moveSpeed = 2.5;
if (right) {
GameState.xOffset += moveSpeed; // Move the tile-block to the left because the player is moving right
}
if (left){
GameState.xOffset -= moveSpeed; // Move the tile-block to the right because the player is moving left
}
if (jumping){
GameState.yOffset -= currentJumpSpeed;
currentJumpSpeed -= 0.1; // Jump is slowing down at 0.1 pixel per call to update()
if (currentJumpSpeed <= 0){
currentJumpSpeed = startSpeed;
jumping = false;
falling = true;
}
}
if (falling){
GameState.yOffset += currentFallSpeed;
// Fall-speed
double maxFallSpeed = 5;
if (currentFallSpeed < maxFallSpeed){
currentFallSpeed += 0.1;
}
}
if (!falling) { currentFallSpeed = 0.1; } // So we fall again without going too fast in the start
// Player/Enemy collision
if (Collision.PECollision() && !invincible) {
health--;
invincible = true;
startTime = System.currentTimeMillis();
}
if (invincible) {
int deathDuration = 2000; //in milliseconds
long duration = System.currentTimeMillis() - startTime;
if (duration > deathDuration){
invincible = false;
}
}
}
private void checkMovingBlockCollision(ArrayList<MovingBlock> movingBlocks) {
// Moving Block Collision
if (movingBlocks != null && !movingBlocks.isEmpty()){
for (MovingBlock movingBlock : movingBlocks) {
if (movingBlock.getID() != 0) {
// Right collision
if (Collision.playerMovingBlock(new Point(x1, y2 - 2), movingBlock) ||
Collision.playerMovingBlock(new Point(x1, y1 - 1), movingBlock)) {
right = false;
}
// Left collision
if (Collision.playerMovingBlock(new Point(x2 - 1, y2 + 2), movingBlock) ||
Collision.playerMovingBlock(new Point(x2 - 1, y1 - 1), movingBlock)) {
left = false;
}
// Top Collision
if (Collision.playerMovingBlock(new Point(x2 + 1, y2), movingBlock) ||
Collision.playerMovingBlock(new Point(x1 - 2, y2), movingBlock)) {
jumping = false;
falling = true;
}
// Bottom collision
if (Collision.playerMovingBlock(new Point(x2 + 2, y1 + 1), movingBlock) ||
Collision.playerMovingBlock(new Point(x1 - 2, y1 + 1), movingBlock)) {
y = movingBlock.getY() - height - GameState.yOffset;
falling = false;
topCollision = true;
// Move the player the same amount the block is moving
GameState.xOffset += movingBlock.getMove();
} else {
if (!topCollision && !jumping) {
falling = true;
}
}
}
}
}
}
private void checkBlockCollision(TileBlock[][] tb) {
// Tile Block Collision
for (TileBlock[] tileBlocks : tb) {
for (int x = 0; x < tb[0].length; x++) {
if (tileBlocks[x].getID() == 1) {
// Right collision
if (Collision.playerBlocked(new Point(x1, y2 - 2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1, y1 - 1), tileBlocks[x])) {
right = false;
}
// Left collision
if (Collision.playerBlocked(new Point(x2 - 1, y2 + 2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x2 - 1, y1 - 1), tileBlocks[x])) {
left = false;
}
// Top Collision
if (Collision.playerBlocked(new Point(x2 + 1, y2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1 - 2, y2), tileBlocks[x])) {
jumping = false;
falling = true;
}
// Bottom collision
if (Collision.playerBlocked(new Point(x2 + 2, y1 + 1), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1 - 2, y1 + 1), tileBlocks[x])) {
y = tileBlocks[x].getY() - height - GameState.yOffset;
falling = false;
topCollision = true;
}
if (!topCollision && !jumping) {
falling = true;
}
} else if (tileBlocks[x].getID() == 2) {
// Right collision
if (Collision.playerBlocked(new Point(x1, y2 - 2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1, y1 - 1), tileBlocks[x])) {
reachedGoal = true;
}
// Left collision
if (Collision.playerBlocked(new Point(x2 - 1, y2 + 2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x2 - 1, y1 - 1), tileBlocks[x])) {
reachedGoal = true;
}
// Top Collision
if (Collision.playerBlocked(new Point(x2 + 1, y2), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1 - 2, y2), tileBlocks[x])) {
reachedGoal = true;
}
// Bottom collision
if (Collision.playerBlocked(new Point(x2 + 2, y1 + 1), tileBlocks[x]) ||
Collision.playerBlocked(new Point(x1 - 2, y1 + 1), tileBlocks[x])) {
reachedGoal = true;
}
}
}
}
}
碰撞没有登记,玩家只是穿过地图并出界,而不是像预期的那样降落在地图上的方块上。这里提取方法的正确方法是什么?感谢所有帮助!
我发现了一个可能导致你问题的错误。
在已经重构的代码中,您似乎只初始化了边界值,这部分:
// Bounds for collision
int x1 = (int) (x + width + GameState.xOffset);
int y1 = (int) (y + height + GameState.yOffset);
int x2 = (int) (x + GameState.xOffset);
int y2 = (int) (y + GameState.yOffset);
在原始代码中,您似乎每次使用date()
方法都会初始化它们。所以我相信您只需要将这些初始化移动到它们属于的地方就可以使它工作。
以下是从Intellij的任何代码中提取方法的简单方法:
重构
下,您应该看到提取方法
,左键单击它
- 然后,只需按照向导设置方法名、每个参数等
你在我回复的时候添加了注释,所以不知道你已经尝试了自动方法提取;但是我消息的第一部分仍然有效,可以修复错误
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