我有这些类,它们是我的游戏中基类的第三个和第四个孩子:
/* * List of player states:
* * 正常 * 爆炸 */
public class LocalPlayer extends MovingObjects{
//minus 1 laps to start to accommodate going over the start line for the first time
public int lapsCompleted = -1;
public LocalPlayer(int localPlayerNumber) {
/*
* This line below and the variable localPlayerNumber will not be needed or will be different
* if later on decide to do custom rocket designs - not needed for this stage but bear in mind if the decision is
* made to go down that road this and the game object will have to be reconsidered as early as possible.
*/
super(16, "assets/images/player" + localPlayerNumber , ".jpg", new Vector(373, 450 + (55 * localPlayerNumber)));
}
//basic constructor just initialises MovingObjects Variables to zero values
public LocalPlayer(){
super();
}
///// Uploading Position Methods
public void update(){
if(objectState == "explode"){
}
if(objectState == "normal"){
super.update();
//look for edge of map and stop player leaving and reduce speed to 0
if(position.x > rightEdge - icon.getIconWidth()){
position.x = rightEdge - icon.getIconWidth();
speed = 0;
}else{
if(position.x < leftEdge){
position.x = leftEdge;
speed = 0;
}
}
if(position.y > downEdge - icon.getIconHeight()){
position.y = downEdge - icon.getIconHeight();
speed = 0;
}else{
if(position.y < upEdge){
position.y = upEdge;
speed = 0;
}
}
}
}
///// Movement Methods
//Increases speed
public void up(){
if(speed == 0){
speed = 2;// 2 is minimum speed to achieve all driving angles
}else
if(speed < 11){
speed++;
}
}
//Decreases speed
public void down(){
if(speed > 2){
speed--;
}else{
speed = 0;
}
}
//Turns image and angle 22.5 degrees to the right
public void right(){
if(angle == 337.5)
{
angle = 0;
imageNumber = 0;
}else{
angle = angle + 22.5;
imageNumber = imageNumber + 1;
}
}
//Turns image and angle 22.5 degrees to the left
public void left(){
if(angle == 0)
{
angle = 337.5;
imageNumber = 15;
}else{
angle = angle - 22.5;
imageNumber = imageNumber - 1;
}
}
// works out start grid currently only vertical lines
//add more levels either start all the same way or needs updating
public Vector getStartPos(int serverNumber, CheckPoints line)
{
int row ;
Vector vReturn;
if (serverNumber % 2 == 0) {
// even
row = serverNumber/2;
//this needs some explaining:
//vectorX = row * width of image * gap to next player
//vectorY = getline y and inset slightly(will see how goes)
vReturn = new Vector((line.pos1.x + 10 ) - row * (50 + 10), line.pos1.y + 5);
} else {
// odd
row = (serverNumber + 1)/2;
vReturn = new Vector((line.pos2.x +10) - row * (50 + 10), line.pos2.y - 55);
}
return vReturn;
}
}
和:
import java.awt.image.BufferedImage;
public class NetworkedLocalPlayer extends LocalPlayer{
RocketSpecificServer server = new RocketSpecificServer();
public NetworkedLocalPlayer(String ipAddress,int numOfImages,String filePre, String fileE, CheckPoints finishLine) {
//sign player into server
server.setUpNetwork(ipAddress);
LoadContent.gameSettings = (GameSettings) server.signIn();
//get server number (needed for initialising)
serverNumber = Integer.parseInt(((StringReturnSerial)server.getServerNumber()).s);
//this is temp and should be changed later!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//filePre = filePre + serverNumber;
filePre = filePre + 1;
//Initialise image variables
imageVariables(numOfImages,filePre,fileE);
//work out pos
position = getStartPos(serverNumber,finishLine);
//get images
initImageArray();
}
public void update(){
//updates players info table checks the state of this object
//hasn't been changed by another player
LoadContent.serverPlayerInfo =(PlayerPositionsSerial) server.getPos();
objectState = LoadContent.serverPlayerInfo.playersArray[serverNumber][4];
//usual update
super.update();
//updates server
LoadContent.serverPlayerInfo = (PlayerPositionsSerial) server.updatePos(angle, position.x, position.y,objectState);
}
}
问题是更新方法。在 NetworkedLocalPLayer 玩家类中,它向服务器询问一个序列化类,该类保存游戏中所有玩家的位置(以及其他位),该类分配给实现我的游戏循环的 LoadContent 类中的静态版本。update 方法然后检查它自己在 playertable 数组中的位置以更新它自己的 objectState 变量,当使用断点时我可以看到它返回它应该是“正常”的。然后它调用父类更新方法,该方法开始执行并将在 LocalPlayer 类中在线停止:
如果(objectState ==“正常”){
下一行是:
super.update();
应该调用 MovingObjects 类的超级更新方法,如果您认为它会有所帮助,我也可以提供该方法,但基本上我在 MovingObjects 类内部和 LocalPlayer 类中的 super.update() 调用中有一个中断选项,它永远不会得到打。
当我在游戏循环中更改一个变量以关闭多人游戏时,这与此无关,但直接使用了 localPlayer 类,因为这种方法可以很好地触发并且多年来一直没有改变。那么我不能像这样使用超级是有原因的吗?我现在收到任何错误或异常
谢谢
任何帮助约翰哈里斯