所以我做了一个小程序,在那里我有一个球,应该是慢慢加速时下降,慢慢减速时再次跳起来。同时它应该向左和向右移动,基本上是从一边到另一边反弹。
我现在遇到的问题是,当球碰到画布底部时,使球在y轴上改变速度的方法,在第一次成功跳跃/反弹并且球在底部出现故障之后,停止改变代数符号。
我试过打印一些东西,如果它进入函数movebubbleup(),当它在屏幕底部出现故障时打印出来,应该会再次向上移动,那么为什么代数符号不会改变呢?当打印速度时,它变得越来越大,即使movebubbleup()中有bubblevelocity-=5。
因此该方法被调用,通过在输入时打印一个随机字符串来证明,但它没有做任何我希望它做的事情,同时也做了它的对应的movebubbledown()应该做的事情。当故障发生时不会调用它,因为我也尝试过在那里打印一些东西。
以下是改变速度的方法:
void moveBubbleDown() {
bubbleSpeedY += 5;
bubbleVelocityY = bubbleSpeedY;
}
void moveBubbleUp() {
bubbleSpeedY -= 5;
bubbleVelocityY = -bubbleSpeedY;
}
下面是一些方法,它们调用函数,然后根据它们更改y-pos:
//calculates YPos of bubble
//changes which method should be called, if the ball has left the border
//and sets him on the edge of it
if (bubble.getTranslateY()>=heightPane-radiusBubble) {
bubble.setTranslateY(heightPane-radiusBubble);
moveDown=false;
} else if (bubble.getTranslateY() <= maxHeight) {
bubble.setTranslateY(maxHeight);
moveDown=true;
}
if (moveDown) {
moveBubbleDown();
} else {
moveBubbleUp();
}
final double deltaYBubble = elapsedSeconds * bubbleVelocityY;
bubble.setTranslateY(bubble.getTranslateY() + deltaYBubble);
为了不遗漏任何内容,我将发布其余代码,以便您也可以自己尝试:
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
public class Main extends Application {
//Global Variables
private static final int widthPane = 1000;
private static final int heightPane = 650;
long lastUpdateTime = 0;
//canvas
private Pane root = new Pane();
//Enemy
int bubbleSpeedY = 30;
int bubbleVelocityY = bubbleSpeedY;
final int bubbleSpeedX = 200;
int bubbleVelocityX = 0;
int radiusBubble = 25;
boolean moveDown=true;
boolean moveRight=true;
int maxHeight = 50;
private Circle bubble = new Circle(radiusBubble, Color.CADETBLUE);
private Parent createContent() {
root.setPrefSize(widthPane, heightPane);
root.getChildren().addAll(bubble);
return root;
}
@Override
public void start(Stage stage) throws Exception{
bubble.setTranslateY(maxHeight);
bubble.setTranslateX((int)(Math.random()*widthPane));
Scene scene = new Scene(createContent());
final AnimationTimer gameAnimation = new AnimationTimer() {
@Override
public void handle(long timestamp) {
update(timestamp);
}
};
gameAnimation.start();
stage.setScene(scene);
stage.show();
}
/**
* changes velocity so that the bubble goes to the right
*/
void moveBubbleRight() {
bubbleVelocityX = bubbleSpeedX;
}
/**
* changes velocity so that the bubble goes to the left
*/
void moveBubbleLeft() {
bubbleVelocityX =-bubbleSpeedX;
}
void moveBubbleDown() {
bubbleSpeedY += 5;
bubbleVelocityY = bubbleSpeedY;
}
void moveBubbleUp() {
bubbleSpeedY -= 5;
bubbleVelocityY = -bubbleSpeedY;
}
/**
* updates the pos of the bubble depending on the velocity,
* looks if it's about to leave the border,
* and sets it on the edge if it is
*
* @param timestamp helps calculate the time that has passed since the last update / frame
*/
private void update(long timestamp) {
if (lastUpdateTime > 0) {
final double elapsedSeconds = (timestamp - lastUpdateTime) / 1_000_000_000.0 ;
//bubble
//calculates YPos of bubble
//changes which method should be called, if the ball has left the border
//and sets him on the edge of it
if (bubble.getTranslateY()>=heightPane-radiusBubble) {
bubble.setTranslateY(heightPane-radiusBubble);
moveDown=false;
} else if (bubble.getTranslateY() <= maxHeight) {
bubble.setTranslateY(maxHeight);
moveDown=true;
}
if (moveDown) {
moveBubbleDown();
} else {
moveBubbleUp();
}
final double deltaYBubble = elapsedSeconds * bubbleVelocityY;
bubble.setTranslateY(bubble.getTranslateY() + deltaYBubble);
//calculates XPos of Bubble
if (bubble.getTranslateX() >= widthPane - radiusBubble) {
bubble.setTranslateX(widthPane - radiusBubble);
moveRight=false;
} else if (bubble.getTranslateX() - radiusBubble <= 0) {
moveRight=true;
}
if (moveRight) {
moveBubbleRight();
} else {
moveBubbleLeft();
}
final double deltaXBubble = elapsedSeconds * bubbleVelocityX;
bubble.setTranslateX(bubble.getTranslateX() + deltaXBubble);
}
lastUpdateTime=timestamp;
}
public static void main(String[] args) {
launch(args);
}
}
谢谢大家的帮助,因为我还不太熟悉代码,我认为这个问题远远超出了我的代码知识。好吧,也许这是一个愚蠢的小错误,我忽略了这是破坏一切。
1条答案
按热度按时间agxfikkp1#
它与你撞到地板时的速度有关。简单的时间改变可以让它不发生。我认为,速度是这样的,气泡没有适当地离开地面,所以它被卡住,触发了撞击地面的条件。我在moveup/down调用之后添加了一个垂直气泡速度的打印,然后它就不再卡住了!
我对你的代码做了一个小改动,以简化垂直移动,情况似乎更好: