首页 / 软件开发 / JAVA / J2ME 2D小游戏入门之旅(四) 加入子弹群,实现碰撞运算
J2ME 2D小游戏入门之旅(四) 加入子弹群,实现碰撞运算2011-08-09飞机类游戏中子弹是必不可少的,他们数量很多且充斥着整个屏幕,这些随机或者有着一定AI的小物体,实现起来不是总那么容易,有时候你不得不考虑很多和效能有关的问题。我们之前定义了GameObject,很大程度上就是为了方便的重用Sprite,因为我们有很多的子弹,不可能没增加一个子弹都是一个Sprite,我需要共享同一个Sprite。我们通过继承GameObject来实现。下面分析一下这个子弹类:它将继承自GameObject;记录子弹的个数;一个子弹的状态数组,记录各个子弹的类型type,位置x,y,速度vx,vy,是否存活alive等等。初始化子弹一个绘制方法,将子弹画到屏幕上。一个碰撞检测方法。好了先这样吧,以下是我们子弹类的定义,注意这种思想——重用Sprite,这很重要。(这里参考了tony的很多设计)public class Bullets extends GameObject {
private int[][] bullets;//子弹状态数组
private int bulletstotal;//数组的length
private Random rnd;//随机数
public static final int BULLET_TYPE_LEFT=0;//子弹初始化的位置类型
public static final int BULLET_TYPE_RIGHT=1;//分为上下左右四种
public static final int BULLET_TYPE_TOP=2;
public static final int BULLET_TYPE_BOTTOM=3;
private int width,height;//屏幕的高和宽,用于随机子弹位置
public Bullets(Image img,int picwidth,int picheight,int bulletstotal,int width,int height) {
super(img,picwidth,picheight);
this.bulletstotal=bulletstotal;
bullets=new int[bulletstotal][6];
rnd=new Random();
this.width=width;
this.height=height;
}
public void initBullets(){//初始化子弹状态数组
for (int i = 0; i < bullets.length; i++) {
initBullet(i);
}
}
private void initBullet(int i) {//初始化index号子弹
bullets[i][0] = (rnd.nextInt() & 0x7fffffff) % 4; //type
bullets[i][5] = 1; //alive 1表示存活, 0表示死去
switch (bullets[i][0]) {
case BULLET_TYPE_LEFT:
bullets[i][1] = -5;
bullets[i][2] = (rnd.nextInt() & 0x7fffffff) % height;
bullets[i][3] = (rnd.nextInt() & 0x7fffffff) % 3 + 1; //vx
bullets[i][4] = (rnd.nextInt()) % 3; //vy
break;
case BULLET_TYPE_RIGHT:
bullets[i][1] = width + 5;
bullets[i][2] = (rnd.nextInt() & 0x7fffffff) % height;
bullets[i][3] = ( (rnd.nextInt() & 0x7fffffff) % 3 + 1) * -1; //vx
bullets[i][4] = (rnd.nextInt()) % 3; //vy
break;
case BULLET_TYPE_TOP:
bullets[i][1] = (rnd.nextInt() & 0x7fffffff) % width;
bullets[i][2] = -5;
bullets[i][3] = (rnd.nextInt()) % 3; //vx
bullets[i][4] = (rnd.nextInt() & 0x7fffffff) % 3 + 1; //vy
break;
case BULLET_TYPE_BOTTOM:
bullets[i][1] = (rnd.nextInt() & 0x7fffffff) % width;
bullets[i][2] = height + 5;
bullets[i][3] = (rnd.nextInt()) % 3; //vx
bullets[i][4] = ( (rnd.nextInt() & 0x7fffffff) % 3 + 1) * -1; //vy
break;
}
}
public void updata(int i){//根据速度更新i子弹下一桢的位置,碰壁反弹
bullets[i][1]+=bullets[i][3];
bullets[i][2]+=bullets[i][4];
if(bullets[i][1]<-5 || bullets[i][1]>width+5){
bullets[i][3]*=-1;
}
if(bullets[i][2]<-5 || bullets[i][2]>height+5){
bullets[i][4]*=-1;
}
}
private void paint(Graphics g,int i){//绘画出第i个子弹
updataspritepos(i);//更新位置
sprite.paint(g);//绘画Sprtie
}
public void paint(Graphics g) {//绘画整个子弹组
for (int i = 0; i < bullets.length; i++) {
if(bullets[i][5]==0){//死去的子弹不绘画
continue;
}
sprite.setPosition(bullets[i][1],bullets[i][2]); //更新位置
sprite.paint(g);
}
}
public void refreshBullets(Sprite planesprite, boolean needcollision){//刷新字典数组的状态,并作碰撞处理
for (int i = 0; i < bullets.length; i++) {
if(bullets[i][5]==0){ //死去的子弹不更新
continue;
}
if(needcollision){//如果需要碰撞检测
if (isCollision(planesprite, i, 10)) {//如果碰撞,进行处理
//System.out.println("collision ");
Navigate.mc.gameover = true;
Navigate.mc.explosion.sprite.setPosition(bullets[i][1] - 16,
bullets[i][2] - 16);
bullets[i][5] = 0;//杀死碰撞的子弹
continue;
}
}
updata(i);//更新状态
}
}
private boolean isCollision(Sprite sprite,int i,int range){
//判断是否碰撞
//updataspritepos(i);
//return sprite.collidesWith(this.sprite,true);
boolean result=false;
int planeXCenter=sprite.getX()+12;
int planeYCenter=sprite.getY()+12;
int bulletXCenter=bullets[i][1]+3;
int bulletYCenter=bullets[i][2]+3;
if(Math.abs(planeXCenter-bulletXCenter) < range){
if (Math.abs(planeYCenter - bulletYCenter )< range) {
result = true;
}
}
return result;
}
private void updataspritepos(int i){//将sprite更新到i字弹的位置
sprite.setPosition(bullets[i][1],bullets[i][2]);
}
/* no use now
public void resetDeadBullet(){
for (int i = 0; i < bullets.length; i++) {
if(bullets[i][5]==0){//dead bullet
initBullet(i);
}
}
}
*/
public void killbullets(Sprite planesprite,int range){杀死一定区域内的子弹
for (int i = 0; i < bullets.length; i++) {
if(bullets[i][5]!=0){//alive bullets
if(isCollision(planesprite, i, range)){
bullets[i][5]=0;
initBullet(i);
}
}
}
}
}