可能重复:
Java 矩形碰撞检测混淆
我遇到了碰撞检测的问题,我在其他论坛上询问过,现在已经在谷歌搜索了一个月(没有人有答案)。我对碰撞检测的问题是它被延迟或不准确,有时它可以完美地检测到它,有时会检测到一半,有时根本检测不到。有人说这是我的更新循环(使用摆动计时器)和 KeyInput 之间的同步问题。你怎么看?
代码!:)
键盘输入:
public void keyPressed(KeyEvent e)
{
int key = e.getKeyCode();
if (key == KeyEvent.VK_D && walkRight == true)
{
Screen.movementX=-1;
}
else if (key == KeyEvent.VK_A && walkLeft == true)
{
Screen.movementX=1;
}
else if (key == KeyEvent.VK_S && walkDown == true)
{
Screen.movementY=-1;
}
else if (key == KeyEvent.VK_W && walkUp == true)
{
Screen.movementY=1;
}
if (key == KeyEvent.VK_D && walkRight == false)
{
Screen.movementX =0;
}
else if (key == KeyEvent.VK_A && walkLeft == false)
{
Screen.movementX=0;
}
else if (key == KeyEvent.VK_S && walkDown == false)
{
Screen.movementY=0;
}
else if (key == KeyEvent.VK_W && walkUp == false)
{
Screen.movementY=0;
}
}
public void keyReleased(KeyEvent e)
{
int key = e.getKeyCode();
if (key == KeyEvent.VK_D)
{
Screen.movementX=0;
}
else if (key == KeyEvent.VK_A)
{
Screen.movementX=0;
}
else if (key == KeyEvent.VK_S)
{
Screen.movementY=0;
}
else if (key == KeyEvent.VK_W)
{
Screen.movementY=0;
}
}
碰撞:
public static void collision()
{
p.walkUp = true;
p.walkDown = true;
p.walkLeft = true;
p.walkRight = true;
for (int i = 0; i < wallTileArr.size(); i++)
{
wallTile = wallTileArr.get(i);
wallTile.collision(p);
}
}
和:
public void collision(Player p)
{
if (p.downGetBounds().intersects(getBounds()))
{
p.walkDown = false;
}
else if (p.upGetBounds().intersects(getBounds()))
{
p.walkUp = false;
}
else if (p.leftGetBounds().intersects(getBounds()))
{
p.walkLeft = false;
}
else if (p.rightGetBounds().intersects(getBounds()))
{
p.walkRight = false;
}
}
切换 JPanel(将其用于主菜单等)
public static void changePanelTo(Component add)
{
Main.f.getContentPane().invalidate();
Main.f.getContentPane().removeAll();
Main.f.add(add);
Main.f.validate();
add.requestFocusInWindow();
}
随意询问有关代码的问题!
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