私は卓球のようなゲームを作成しようとしています、と私はパドルの動きに関するいくつかのコードを実装し始めています。パドル自体の動きに関しては、すべてがうまく機能します。私は突然(Iが下方に上向きにパドルを移動直ちに切り替えると、より具体的には、その逆も同様)パドルの方向を変更するときしかし、問題が生じます。パドルは数秒間定位置に固定され、その後、所望の方向に進む。のJavaFX:取得長方形でキーボード結果と急に矩形を移動する「スタック」
私はcanvas.setOnKeyReleased(new KeyReleasedHandler());
を削除するときに何が起こるか見て試してみましたが、その後、パドルは停止することなく、同じ方向に動きます。一度鍵を離すとパドルの動きを止めることができます。ここで
はMainApplicationです:ここでは
public class Pong2App extends Application {
private static final double CANVAS_WIDTH = 900;
private static final double CANVAS_HEIGHT = 500;
private static final double ELAPSED_TIME_SPEED = 1.85;
Ball testBall;
Paddle leftPaddle;
@Override
public void start(Stage primaryStage) throws Exception {
Group root = new Group();
Scene scene = new Scene(root);
primaryStage.setScene(scene);
Canvas canvas = new Canvas(CANVAS_WIDTH, CANVAS_HEIGHT);
Bounds canvasBounds = canvas.getBoundsInLocal();
root.getChildren().add(canvas);
GraphicsContext gc = canvas.getGraphicsContext2D();
// TODO: remove testBall and leftPaddle; Gives testBall random vX and vY
testBall = new Ball(CANVAS_WIDTH/2, CANVAS_HEIGHT/2.5, 30, 30, gc);
Random tempRand = new Random();
testBall.setvX((tempRand.nextDouble() * 4) * (tempRand.nextBoolean() ? -1 : 1));
testBall.setvY((tempRand.nextDouble() * 4) * (tempRand.nextBoolean() ? -1 : 1));
leftPaddle = new Paddle(70, CANVAS_HEIGHT/2.5, 10, 100, "Left", gc);
canvas.setFocusTraversable(true);
canvas.setOnKeyPressed(new KeyPressedHandler());
canvas.setOnKeyReleased(new KeyReleasedHandler());
new AnimationTimer() {
@Override
public void handle(long currentTime) {
testBall.didCollideWithWalls(canvas);
if (leftPaddle.getY() <= canvasBounds.getMinY() + 5)
leftPaddle.setY(canvasBounds.getMinY() + 5);
if (leftPaddle.getY() >= canvasBounds.getMaxY() - 105)
leftPaddle.setY(canvasBounds.getMaxY() - 105);
if (leftPaddle.didCollideWith(testBall)) {
testBall.setvX(-testBall.getvX());
testBall.setX(testBall.getX() + testBall.getvX());
}
testBall.update(ELAPSED_TIME_SPEED);
leftPaddle.update(ELAPSED_TIME_SPEED);
gc.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
testBall.render(gc);
leftPaddle.render(gc);
}
}.start();
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
/**
* Handles what happens when a key is pressed. Depending on what key is pressed,
* the paddle will move up or down.
*
* @author Phillip
*
*/
private class KeyPressedHandler implements EventHandler<KeyEvent> {
@Override
public void handle(KeyEvent event) {
switch (event.getCode()) {
case W:
leftPaddle.moveUp();
break;
case S:
leftPaddle.moveDown();
break;
default:
break;
}
}
}
/**
* Handles what happens when a key is released. Depending on what key is
* released, the paddle will stop moving.
*
* @author Phillip
*
*/
private class KeyReleasedHandler implements EventHandler<KeyEvent> {
@Override
public void handle(KeyEvent event) {
switch (event.getCode()) {
case W:
case S:
leftPaddle.setvY(0);
break;
default:
break;
}
}
}
}
はパドルクラスです:
public class Paddle extends Sprite {
private int points;
private String name;
private static final double PADDLE_SPEED = 2.5;
public Paddle(double x, double y, double width, double height, String name, GraphicsContext gc) {
super(x, y, width, height, gc);
this.points = 0;
this.name = name;
}
@Override
public boolean didCollideWith(Sprite other) {
Ball ball = (Ball) other;
double ballCenterX = ball.getCenterX();
double ballRadius = ball.getRadius();
double ballCenterY = ball.getCenterY();
double halfWidth = this.getHalfWidth();
double halfHeight = this.getHalfHeight();
double centerX = this.getCenterX();
double centerY = this.getCenterY();
if (getName().equals("Left")) {
boolean hitXBounds = ballCenterX - ballRadius <= centerX + halfWidth;
boolean hitTopPartOfBall = ballCenterY - ballRadius <= centerY + halfHeight
&& ballCenterY - ballRadius >= centerY - halfHeight;
boolean hitBotPartOfBall = ballCenterY + ballRadius <= centerY + halfHeight
&& ballCenterY + ballRadius >= centerY - halfHeight;
return hitXBounds && (hitTopPartOfBall || hitBotPartOfBall);
}
return false;
}
@Override
public void render(GraphicsContext gc) {
gc.fillRect(getX(), getY(), getWidth(), getHeight());
}
@Override
public boolean didCollideWithWalls(Canvas canvas) {
Bounds bounds = canvas.getBoundsInLocal();
boolean atTopWall = this.getY() <= bounds.getMinY();
boolean atBotWall = this.getY() >= bounds.getMaxY();
if (atTopWall || atBotWall) {
return true;
}
return false;
}
public int getPoints() {
return points;
}
public void setPoints(int points) {
this.points = points;
}
public String getName() {
return name;
}
public void setName(String name) {
this.name = name;
}
public void moveUp() {
this.setvY(-PADDLE_SPEED);
}
public void moveDown() {
this.setvY(PADDLE_SPEED);
}
}
ありがとうございました!
しますか? –
@PhillipLagocああ、本当の必要はありません。両方のブール値を変更したときだけチェックし、両方の値に応じて 'setvY(...)'を呼び出します。私は答えを更新しました。 –