Ich arbeite gerade an meinem ersten Jump'n Run Spiel. Der Anfangsteil funktioniert bereits ordentlich, aber ich bekomme immer noch einen "Bug", der erscheint, wenn sich meine "Colums" bewegen. Dies geschieht nur, wenn "MOVE_SPEED" 1 < ist. Ich habe es auch mit einem Timer versucht, dasselbe.Java Swing Rendering Phänomen in 2D Spiel
Dies ist, wie es aussieht:
Bitte werfen Sie einen Blick auf den Code:
...
public class Board implements Runnable, KeyListener {
JFrame frame;
ArrayList<Column> cList;
Player p;
private boolean ingame = false;
public final static int INIT_WIDTH = 600;
public final static int INIT_HEIGHT = 400;
public static int WIDTH;
public static int HEIGHT;
private final int MOVE_SPEED = 10;
//When this is 1 the problem doesnt appear!
private final int GRAVITY = -3;
private int cPlayerStayingOn;
private double playerBottom;
private double floorTop;
private boolean mR = false;
private boolean mL = false;
private boolean jump = false;
long lastLoopTime = System.nanoTime();
final int TARGET_FPS = 100;
final long OPTIMAL_TIME = 1000000000/TARGET_FPS;
private int fps;
private int lastFpsTime;
public static double delta = 1;
public Board() {
initBoard();
initPlayer();
initColumns();
}
private void initBoard() {
frame = new JFrame("Jump'nRun");
frame.setSize(INIT_WIDTH, INIT_HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(null);
frame.addKeyListener(this);
cList = new ArrayList<Column>();
frame.setVisible(true);
Board.WIDTH = frame.getContentPane().getWidth();
Board.HEIGHT = frame.getContentPane().getHeight();
}
private void initColumns() {
for (int i = 0; i < 8; i++) {
cList.add(new Column(i + 1, true));
frame.add(cList.get(i));
}
}
private void initPlayer() {
p = new Player();
frame.add(p);
}
private void moveColums() {
for (Column col : cList) {
col.setLocation((int) (col.getLocation().getX() - MOVE_SPEED), 0);
}
}
private int playerStanding(double pX) {
for (int i = 0; i < 8; i++) {
if (cList.get(i).getX() <= pX
&& (cList.get(i).getX() + cList.get(i).getWidth()) >= pX) {
return i;
}
}
return -1;
}
private void movePlayer() {
// gravity
if (playerBottom < floorTop) {
p.setLocation((int) p.getLocation().getX(), (int) p.getLocation()
.getY() - GRAVITY);
}
if (mR) {
p.moveRight();
}
if (mL) {
p.moveLeft();
}
if (jump) {
p.jump();
jump = false;
}
}
private void collectData() {
this.cPlayerStayingOn = playerStanding(p.getBounds().getX()
+ p.getBounds().getWidth());
this.playerBottom = p.getBounds().getMaxY();
this.floorTop = cList.get(cPlayerStayingOn).floor.getY();
}
private void recycleColums() {
if (cList.get(0).getX() + cList.get(0).getWidth() <= 0) {
cList.remove(0);
cList.add(7, new Column(7 + 1, false));
frame.add(cList.get(7));
}
}
@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_SPACE
|| e.getKeyCode() == KeyEvent.VK_W
|| e.getKeyCode() == KeyEvent.VK_UP) {
if (playerBottom >= floorTop) {
jump = true;
}
}
if (e.getKeyCode() == KeyEvent.VK_D
|| e.getKeyCode() == KeyEvent.VK_RIGHT) {
mR = true;
}
if (e.getKeyCode() == KeyEvent.VK_A
|| e.getKeyCode() == KeyEvent.VK_LEFT) {
mL = true;
}
}
@Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_D
|| e.getKeyCode() == KeyEvent.VK_RIGHT) {
mR = false;
}
if (e.getKeyCode() == KeyEvent.VK_A
|| e.getKeyCode() == KeyEvent.VK_LEFT) {
mL = false;
}
}
private int getFps() {
return fps;
}
private void setFps(int fps) {
this.fps = fps;
}
@Override
public void run() {
while (true) {
if (!ingame) {
ingame = true;
} else {
long now = System.nanoTime();
long updateLength = now - lastLoopTime;
lastLoopTime = now;
delta = updateLength/((double) OPTIMAL_TIME);
lastFpsTime += updateLength;
setFps(getFps() + 1);
if (lastFpsTime >= 1000000000) {
lastFpsTime = 0;
setFps(0);
}
recycleColums();
collectData();
moveColums();
movePlayer();
try {
Thread.sleep((lastLoopTime - System.nanoTime() + OPTIMAL_TIME)/1000000);
} catch (Exception e) {
}
}
}
}
}
und die Spalte Klasse:
...
public class Column extends JPanel {
JPanel floor;
JPanel grass;
Random rand = new Random();
private static final long serialVersionUID = 1L;
public final static int WIDTH = Board.WIDTH/6;
public final int HEIGHT = Board.HEIGHT;
private int position;
public final static int FLOOR_H = WIDTH;
public Column(int pos, boolean init) {
this.position = pos;
setBounds((WIDTH * position) - WIDTH, 0, WIDTH, HEIGHT);
setLayout(null);
setBackground(Color.WHITE);
floor = new JPanel();
floor.setLayout(null);
floor.setBackground(Color.BLACK);
if (init) {
floor.setBounds(0, HEIGHT - FLOOR_H, WIDTH, FLOOR_H);
} else {
floor.setBounds(0,
(HEIGHT - (FLOOR_H + (FLOOR_H * rand.nextInt(2)/2))),
WIDTH, FLOOR_H * 2);
}
grass = new JPanel();
grass.setBounds(0, 0, WIDTH, 10);
grass.setBackground(Color.GREEN);
floor.add(grass);
add(floor);
}
}
Irgendwelche Hinweise sind schätzen!
(Sorry für die schlechte Englisch)
Was genau ist das Problem? Was ist der Fehler? Sollen die Spalten nicht da sein? – Slubberdegullion
das Problem sind diese kleinen Lücken zwischen meinen Spalten. (Ich habe sie mit blauen Pfeilen auf dem Bild markiert) – licklake
Also wenn du Spalten sagst, meinst du die schwarzen und grünen Fliesen/Land? – Slubberdegullion