//Joris,这是完整的代码。没有SSCCE。就是书外的。此代码包含与本书匹配的编辑,但如果您将其更改为与我之前更正的错误相匹配,您会注意到 p2 会移动,但是当 p1 与墙壁碰撞时,p2 会碰撞并且 p2 会直接穿过墙壁。
import javax.swing.*;
import javax.swing.event.*;
import java.awt.*;
import java.awt.event.*;
public class Collision extends JFrame {
final int WIDTH = 900, HEIGHT = 650;
double p1Speed = .5, p2Speed = .5;
//这些是表示方向的整数
final int UP = 0, RIGHT = 1, DOWN = 2, LEFT = 3;
//这些将跟踪玩家的方向(默认=向上)
int p1Direction = UP;
int p2Direction = UP;
Rectangle left = new Rectangle(0, 0, WIDTH / 9, HEIGHT);
Rectangle right = new Rectangle((WIDTH / 9) * 8, 0, WIDTH / 9, HEIGHT);
Rectangle top = new Rectangle(0, 0, WIDTH, HEIGHT / 9);
Rectangle bottom = new Rectangle(0, (HEIGHT / 9) * 8, WIDTH, HEIGHT / 9);
Rectangle center = new Rectangle((int) ((WIDTH / 9) * 2.5), (int) ((HEIGHT / 9) * 2.5),
(int) ((WIDTH / 9) * 5), (HEIGHT / 9) * 4);
Rectangle obstacle = new Rectangle(WIDTH / 2, (int) ((HEIGHT / 9) * 7), WIDTH / 10, HEIGHT
/ 9);
Rectangle obstacle2 = new Rectangle(WIDTH / 3, (int) ((HEIGHT / 9) * 5), WIDTH / 10,
HEIGHT / 4);
Rectangle obstacle3 = new Rectangle(2 * (WIDTH / 3), (int) ((HEIGHT / 9) * 5), WIDTH / 10,
HEIGHT / 4);
Rectangle obstacle4 = new Rectangle(WIDTH / 3, HEIGHT / 9, WIDTH / 30, HEIGHT / 9);
Rectangle obstacle5 = new Rectangle(WIDTH / 2, (int) ((HEIGHT / 9) * 1.5), WIDTH / 30,
HEIGHT / 4);
Rectangle finish = new Rectangle(WIDTH / 9, (HEIGHT / 2) - HEIGHT / 9, (int) ((WIDTH / 9)
* 1.5), HEIGHT / 70);
Rectangle p1 = new Rectangle(WIDTH / 9, HEIGHT / 2, WIDTH / 30, WIDTH / 30);
Rectangle p2 = new Rectangle(((WIDTH / 9) + ((int) ((WIDTH / 9) * 1.5) / 2)), (HEIGHT / 2)
+ (HEIGHT / 10), WIDTH / 30, WIDTH / 30);
public Collision() {
//以下代码创建JFrame
super("Radical Racing");
setSize(WIDTH, HEIGHT);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
//启动内部类(它自己工作,因为它是一个线程)
Move1 m1 = new Move1();
Move2 m2 = new Move2();
m1.start();
m2.start();
}
public void paint(Graphics g) {
super.paint(g);
//绘制赛道的背景
g.setColor(Color.DARK_GRAY);
g.fillRect(0, 0, WIDTH, HEIGHT);
//当我们绘制边框将是绿色的
g.setColor(Color.GREEN);
//下面的矩形是外层玩家的起始线
Rectangle lineO = new Rectangle(WIDTH / 9, HEIGHT / 2, (int) ((WIDTH / 9) * 1.5) / 2,
HEIGHT / 140);
//下面的rctangle是inner player的起始行
Rectangle lineI = new Rectangle(((WIDTH / 9) + ((int) ((WIDTH / 9) * 1.5) / 2)),
(HEIGHT / 2) + (HEIGHT / 10), (int) ((WIDTH / 9) * 1.5) / 2, HEIGHT / 140);
//现在使用矩形,绘制它
g.fillRect(left.x, left.y, left.width, left.height);
g.fillRect(right.x, right.y, right.width, right.height);
g.fillRect(top.x, top.y, top.width, top.height);
g.fillRect(bottom.x, bottom.y, bottom.width, bottom.height);
g.fillRect(center.x, center.y, center.width, center.height);
g.fillRect(obstacle.x, obstacle.y, obstacle.width, obstacle.height);
g.fillRect(obstacle2.x, obstacle2.y, obstacle2.width, obstacle2.height);
g.fillRect(obstacle3.x, obstacle3.y, obstacle3.width, obstacle3.height);
g.fillRect(obstacle4.x, obstacle4.y, obstacle4.width, obstacle4.height);
g.fillRect(obstacle5.x, obstacle5.y, obstacle5.width, obstacle5.height);
//设置起始线颜色
g.setColor(Color.WHITE);
//绘制起始线
g.fillRect(lineO.x, lineO.y, lineO.width, lineO.height);
g.fillRect(lineI.x, lineI.y, lineI.width, lineI.height);
//设置终点线的颜色为黄色
g.setColor(Color.YELLOW);
g.fillRect(finish.x, finish.y, finish.width, finish.height);
//设置p1的颜色为蓝色
g.setColor(Color.BLUE);
//现在画出真正的玩家
g.fill3DRect(p1.x, p1.y, p1.width, p1.height, true);
//设置p2的颜色为红色
g.setColor(Color.red);
//现在画出真正的玩家
g.fill3DRect(p2.x, p2.y, p2.width, p2.height, true);
}
private class Move1 extends Thread implements KeyListener {
public void run() {
//添加代码以使 KeyListener “唤醒”
addKeyListener(this);
//现在,把代码都放在一个无限循环中,所以这个过程会重复。
while (true) {
//现在这应该在“try”块中。如果出现错误,这将使程序退出。
try {
//首先刷新屏幕:
repaint();
//检查汽车是否撞到墙外。//如果是这样,通过将它的速度设置为 0.4 来减慢它的速度。
if (p1.intersects(left) || p1.intersects(right)
|| p1.intersects(top) || p1.intersects(bottom)
|| p1.intersects(obstacle) || p1.intersects(obstacle2)
|| p1.intersects(p2) || p1.intersects(obstacle3)
|| p1.intersects(obstacle4) || p1.intersects(obstacle5)) {
p1Speed = -4;
}
//如果汽车撞到中心,执行与上述相同的操作,但速度为-2.5。
if (p1.intersects(center)) {
p1Speed = -2.5;
}
//稍微提高速度
if (p1Speed <= 5) {
p1Speed += .2;
}
//这些将根据方向移动玩家
if (p1Direction == UP) {
p1.y -= (int) p1Speed;
}
if (p1Direction == DOWN) {
p1.y += (int) p1Speed;
}
if (p1Direction == LEFT) {
p1.x -= (int) p1Speed;
}
if (p1Direction == RIGHT) {
p1.x += (int) p1Speed;
}
//这会延迟刷新率
Thread.sleep(75);
} catch (Exception e) {
//如果有异常(错误),退出循环
break;
}
}
}
//您还必须从 Key Listener 中实现此方法
public void keyPressed(KeyEvent event) {
}
//你还必须从key listener实现这个方法
public void keyReleased(KeyEvent event) {
}
//你还必须从key listener实现这个方法
public void keyTyped(KeyEvent event) {
if (event.getKeyChar() == 'a') {
p1Direction = LEFT;
}
if (event.getKeyChar() == 's') {
p1Direction = DOWN;
}
if (event.getKeyChar() == 'd') {
p1Direction = RIGHT;
}
if (event.getKeyChar() == 'w') {
p1Direction = UP;
}
}
}
private class Move2 extends Thread implements KeyListener {
public void run() {
//添加代码让按键监听器唤醒
addKeyListener(this);
//现在这应该都在一个无限循环中,以便该过程重复
while (true) {
//现在将代码放入try块中。如果出现错误,这将使程序退出
try {
//首先刷新屏幕
repaint();
//检查汽车是否撞到外墙。//如果是这样,通过将速度设置为-4来降低速度。
if (p2.intersects(left) || p2.intersects(right)
|| p2.intersects(top) || p2.intersects(bottom)
|| p2.intersects(obstacle) || p2.intersects(obstacle2)) {
p2Speed = -4;
}
//如果汽车撞到中心,执行与上述相同的操作,但速度为-2.5。
if (p2.intersects(center)) {
p2Speed = -2.5;
}
//稍微提高速度
if (p2Speed <= 5) {
p2Speed = .2;
}
//这些将根据方向移动玩家
if (p2Direction == UP) {
p2.y-= (int) p2Speed;
}
if (p2Direction == DOWN) {
p2.y+= (int) p2Speed;
}
if (p2Direction == LEFT) {
p2.x-= (int) p2Speed;
}
if (p2Direction == RIGHT) {
p2.x+= (int) p2Speed;
}
//这会延迟刷新率:
Thread.sleep(75);
} catch (Exception e) {
//如果有异常,退出循环。
break;
}
}
}
//您还必须从键侦听器中实现此方法
public void keyPressed(KeyEvent event) {
}
public void keyReleased(KeyEvent event) {
}
public void keyTyped(KeyEvent event) {
if (event.getKeyChar() == 'j') {
p2Direction = LEFT;
}
if (event.getKeyChar() == 'k') {
p2Direction = DOWN;
}
if (event.getKeyChar() == 'l') {
p2Direction = RIGHT;
}
if (event.getKeyChar() == 'i') {
p2Direction = UP;
}
}
}
//这通过调用构造函数来启动程序:
public static void main(String[] args) {
new Collision();
}
}