I'm kind of a beginner when it comes to java programming, and I have a project in school where I'm going to create a game much like Icy Tower. And my question is, how am I going to write to make the character stand on the ground and be able to jump up on objects?
Here's my code so far:
Part one
package Sprites;
import java.awt.Image;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
public class jumper {
private String jump = "oka.png";
private int dx;
private int dy;
private int x;
private int y;
private Image image;
public jumper() {
ImageIcon ii = new ImageIcon(this.getClass().getResource(jump));
image = ii.getImage();
x = 50;
y = 100;
}
public void move() {
x += dx;
y += dy;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public Image getImage() {
return image;
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = -5;
ImageIcon ii = new ImageIcon(this.getClass().getResource("oki.png"));
image = ii.getImage();
}
if (key == KeyEvent.VK_RIGHT){
dx = 5;
ImageIcon ii = new ImageIcon(this.getClass().getResource("oka.png"));
image = ii.getImage();
}
if (key == KeyEvent.VK_SPACE) {
dy = -5;
}
if (key == KeyEvent.VK_DOWN) {
dy = 5;
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = 0;
}
if (key == KeyEvent.VK_RIGHT){
dx = 0;
}
if (key == KeyEvent.VK_SPACE) {
dy = 0;
}
if (key == KeyEvent.VK_DOWN) {
dy = 0;
}
}
}
Part two
package Sprites;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.JPanel;
import javax.swing.Timer;
public class board extends JPanel implements ActionListener {
private Timer klocka;
private jumper jumper;
public board() {
addKeyListener(new TAdapter());
setFocusable(true);
setBackground(Color.WHITE);
setDoubleBuffered(true);
jumper = new jumper();
klocka = new Timer(5, this);
klocka.start();
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D)g;
g2d.drawImage(jumper.getImage(), jumper.getX(), jumper.getY(), this);
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
public void actionPerformed(ActionEvent e) {
jumper.move();
repaint();
}
private class TAdapter extends KeyAdapter {
开发者_如何学Pythonpublic void keyReleased(KeyEvent e) {
jumper.keyReleased(e);
}
public void keyPressed(KeyEvent e) {
jumper.keyPressed(e);
}
}
}
Part three
package Sprites;
import javax.swing.JFrame;
public class RType extends JFrame {
public RType() {
add(new board());
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(800, 600);
setLocationRelativeTo(null);
setTitle("R - type");
setResizable(false);
setVisible(true);
}
public static void main(String[] args) {
new RType();
}
}
I really appreciate all the help I can get!
This might help. It's a set of tutorials aimed at helping people make tile-based games. Including side-on platform games. See http://www.tonypa.pri.ee/tbw/tut07.html. By the way, you're doing quite intensive image-loading stuff in the character movement methods. Don't do that. Cache the images first. Also, you can double-buffer your Canvas to make it smooth. See the code here for details.
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