我有一个非常简单的程序,您可以使用W、A、 S和D键space进行拍摄。所有的射击和移动动画都有效,但我不确定如何实现一个系统,在该系统中程序不断检查子弹是否接触到一个节点,例如圆圈。
我想我可以用一个ArrayList来存储所有的子弹,然后用一个TimerTask来检查子弹是否接触到一个节点;但我觉得这会减慢程序的速度,而且子弹可能会在等待TimerTask再次出发时穿过他们。
任何建议都会有所帮助。
代码:巴斯德宾
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.layout.Pane;
import javafx.scene.shape.Circle;
import javafx.animation.*;
import javafx.util.Duration;
public class functionalShooter extends Application {
private String currentDirection = "W";
public static void main(String[] args){ launch(args); }
@Override public void start(Stage stage) throws Exception{
Pane root = new Pane();
Scene scene = new Scene(root, 600, 400);
stage.setScene(scene);
stage.setResizable(false);
stage.show();
Circle player = new Circle(10);
player.setLayoutX(300);
player.setLayoutY(200);
Circle other = new Circle(100, 100, 10);
root.getChildren().addAll(player, other);
//key events
scene.setOnKeyPressed(event -> {
switch(event.getCode()){
case A:
player.setLayoutX(player.getLayoutX()-10);
currentDirection = "A";
break;
case D:
player.setLayoutX(player.getLayoutX()+10);
currentDirection = "D";
break;
case W:
player.setLayoutY(player.getLayoutY()-10);
currentDirection = "W";
break;
case S:
player.setLayoutY(player.getLayoutY()+10);
currentDirection = "S";
break;
case SPACE:
if (currentDirection.equals("D")){
Circle newCircle = new Circle(player.getLayoutX()+10, player.getLayoutY(), 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else if (currentDirection.equals("A")){
Circle newCircle = new Circle(player.getLayoutX()-10, player.getLayoutY(), 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else if (currentDirection.equals("S")){
Circle newCircle = new Circle(player.getLayoutX(), player.getLayoutY()+10, 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else {
Circle newCircle = new Circle(player.getLayoutX(), player.getLayoutY()-10, 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
break;
}
});
}
private void shoot(Circle bullet){
Timeline timeline = new Timeline();
if (currentDirection.equals("D")){
KeyValue start = new KeyValue(bullet.translateXProperty(), 0);
KeyValue end = new KeyValue(bullet.translateXProperty(), 800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else if (currentDirection.equals("A")){
KeyValue start = new KeyValue(bullet.translateXProperty(), 0);
KeyValue end = new KeyValue(bullet.translateXProperty(), -800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else if (currentDirection.equals("S")){
KeyValue start = new KeyValue(bullet.translateYProperty(), 0);
KeyValue end = new KeyValue(bullet.translateYProperty(), 800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else{
KeyValue start = new KeyValue(bullet.translateYProperty(), 0);
KeyValue end = new KeyValue(bullet.translateYProperty(), -800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
timeline.setAutoReverse(false);
timeline.setCycleCount(1);
timeline.play();
}
}
Run Code Online (Sandbox Code Playgroud)
您可以使用提供给每个相关的自定义来检查是否bullet相交。下面的片段添加了一个to ,但每个方向都需要一个相同的。该实现是线性的,只是返回不变,但您也可以查看这个抛物线插值器。我还创建了一个类变量,可供. 我毫不犹豫地向空中发射了十几颗子弹。请注意,您不需要值:“将使用播放动画时当前的目标值来合成一个值”。otherShape.intersect()InterpolatorKeyValueInterpolatorshoot()tothershoot()start
private Circle other = new Circle(100, 100, 10);\n\xe2\x80\xa6\nelse {\n KeyValue end = new KeyValue(bullet.translateYProperty(), -800, new Interpolator() {\n @Override\n protected double curve(double t) {\n if (!Shape.intersect(bullet, other).getBoundsInLocal().isEmpty()) {\n System.out.println("Intersection");\n }\n return t;\n }\n });\n KeyFrame endF = new KeyFrame(Duration.seconds(10), end);\n timeline.getKeyFrames().addAll(endF);\n}\nRun Code Online (Sandbox Code Playgroud)\n\nimport javafx.animation.Interpolator;\nimport javafx.animation.KeyFrame;\nimport javafx.animation.KeyValue;\nimport javafx.animation.Timeline;\nimport javafx.application.Application;\nimport javafx.scene.Group;\nimport javafx.stage.Stage;\nimport javafx.scene.Scene;\nimport javafx.scene.shape.Circle;\nimport javafx.scene.shape.Shape;\nimport javafx.util.Duration;\n\n/**\n * @see /sf/answers/2743201191/\n */\npublic class FunctionalShooter extends Application {\n\n private static final double S = 600;\n private String currentDirection = "A";\n\n public static void main(String[] args) {\n launch(args);\n }\n\n @Override\n public void start(Stage stage) {\n Group root = new Group();\n Scene scene = new Scene(root, S, 2 * S / 3);\n stage.setScene(scene);\n Circle other = new Circle(S / 3, S / 3, 25);\n Circle player = new Circle(10);\n player.setLayoutX(2 * S / 3);\n player.setLayoutY(S / 3);\n root.getChildren().addAll(other, player);\n stage.show();\n\n //key events\n scene.setOnKeyPressed(event -> {\n switch (event.getCode()) {\n case A -> {\n player.setLayoutX(player.getLayoutX() - 10);\n currentDirection = "A";\n }\n case D -> {\n player.setLayoutX(player.getLayoutX() + 10);\n currentDirection = "D";\n }\n case W -> {\n player.setLayoutY(player.getLayoutY() - 10);\n currentDirection = "W";\n }\n case S -> {\n player.setLayoutY(player.getLayoutY() + 10);\n currentDirection = "S";\n }\n case SPACE -> {\n if (currentDirection.equals("D")) {\n Circle newCircle = new Circle(player.getLayoutX() + 10, player.getLayoutY(), 5);\n root.getChildren().add(newCircle);\n shoot(newCircle, other);\n } else if (currentDirection.equals("A")) {\n Circle newCircle = new Circle(player.getLayoutX() - 10, player.getLayoutY(), 5);\n root.getChildren().add(newCircle);\n shoot(newCircle, other);\n } else if (currentDirection.equals("S")) {\n Circle newCircle = new Circle(player.getLayoutX(), player.getLayoutY() + 10, 5);\n root.getChildren().add(newCircle);\n shoot(newCircle, other);\n } else {\n Circle newCircle = new Circle(player.getLayoutX(), player.getLayoutY() - 10, 5);\n root.getChildren().add(newCircle);\n shoot(newCircle, other);\n }\n }\n }\n });\n }\n\n private static class Intersector extends Interpolator {\n\n private final Circle bullet;\n private final Circle other;\n\n public Intersector(Circle bullet, Circle other) {\n this.bullet = bullet;\n this.other = other;\n }\n\n @Override\n protected double curve(double t) {\n if (!Shape.intersect(bullet, other).getBoundsInLocal().isEmpty()) {\n System.out.println("Intersect :" + t);\n }\n return t;\n }\n }\n\n private void shoot(Circle bullet, Circle other) {\n Timeline timeline = new Timeline();\n switch (currentDirection) {\n case "D" -> {\n KeyValue end = new KeyValue(bullet.translateXProperty(), S, new Intersector(bullet, other));\n KeyFrame endF = new KeyFrame(Duration.seconds(10), end);\n timeline.getKeyFrames().add(endF);\n }\n case "A" -> {\n KeyValue end = new KeyValue(bullet.translateXProperty(), -S, new Intersector(bullet, other));\n KeyFrame endF = new KeyFrame(Duration.seconds(10), end);\n timeline.getKeyFrames().add(endF);\n }\n case "S" -> {\n KeyValue end = new KeyValue(bullet.translateYProperty(), S, new Intersector(bullet, other));\n KeyFrame endF = new KeyFrame(Duration.seconds(10), end);\n timeline.getKeyFrames().add(endF);\n }\n default -> {\n KeyValue end = new KeyValue(bullet.translateYProperty(), -S, new Intersector(bullet, other));\n KeyFrame endF = new KeyFrame(Duration.seconds(10), end);\n timeline.getKeyFrames().add(endF);\n }\n }\n timeline.setAutoReverse(false);\n timeline.setCycleCount(1);\n timeline.play();\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n
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