问题
I have been working on a Breakout game and have just about everything done except for the brick collision. The ball bounces of the wall and paddle fine, but when it comes to the brick it goes straight through them. I'm pretty sure the problem is in the checkBrick() part of the main class, but have no idea what to do about it.
Main Class:
import java.awt.*;
import java.awt.event.KeyEvent;
import java.applet.*;
import java.util.Random;
import javax.swing.JOptionPane;
public class Breakout extends Applet implements Runnable {
Ball ball = new Ball();
Paddle paddle = new Paddle(135, 375);
Brick[] brick = new Brick[50];
private int bX[] = new int[50];
private int bY[] = new int[50];
private int bW[] = new int[50];
private int bH[] = new int[50];
Thread t;
Random trajectory = new Random();
boolean lose;
Image buffer = null;
// The life cycle of the Applet
// Sets up window
public void init() {
setSize(377, 500);
buffer = createImage(377, 500);
// setBackground(Color.black);
System.out.println("init()");
}
public void start() {
if (t == null) {
t = new Thread(this);
t.start();
}
System.out.println("start()");
}
public void run() {
System.out.println("run()");
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
while (!lose) {
ball.move();
paddle.move();
checkWall();
checkPaddle();
checkBrick();
ball.move();
repaint();
try {
Thread.sleep(30);
} catch (InterruptedException ex) {
}
Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
}
JOptionPane.showMessageDialog(null, "Game Over");
System.out.println("Termintated");
System.exit(0);
}
public void stop() {
System.out.println("stop()");
}
public void destroy() {
System.out.println("destroy()");
}
public void paint(Graphics g) {
Graphics screen = null;
screen = g;
g = buffer.getGraphics();
g.setColor(Color.black);
g.fillRect(0, 0, 377, 500);
createBricks(g);
createPaddle(g);
createBall(g);
screen.drawImage(buffer, 0, 0, this);
}
public void update(Graphics g) {
paint(g);
}
private void createBricks(Graphics g) {
int brickIndex = 0;
int brickX = 15, brickY = 160;
int brickW = 30, brickH = 10;
for (int i = 0; i <= 4; i++) {
brickX = 15;
brickY -= 20;
for (int n = 0; n < 10; n++) {
brick[brickIndex] = new Brick();
brick[brickIndex].setBounds(brickX, brickY, brickW, brickH);
bX[brickIndex] = brick[brickIndex].x();
bY[brickIndex] = brick[brickIndex].y();
bW[brickIndex] = brick[brickIndex].w();
bH[brickIndex] = brick[brickIndex].h();
brick[brickIndex].setColor(i);
brick[brickIndex].paint(g);
brickIndex++;
brickX += 35;
}
}
}
private void createPaddle(Graphics g) {
paddle.paint(g);
}
private void createBall(Graphics g) {
ball.paint(g);
}
private void checkWall() {
// If ball hits right wall it will bounce
if ((ball.getX() + ball.getR()) >= 380) {
ball.setVX(trajectory.nextInt(2) + -3);
}
// If ball hits left wall it will bounce
if ((ball.getX() - ball.getR()) < -10) {
ball.setVX(trajectory.nextInt(4) + 1);
}
// If ball hits ceiling it will bounce
if ((ball.getY() + ball.getR()) < 12)
ball.setVY(trajectory.nextInt(5) + 1);
// If ball goes through floor it will subtract a life
if ((ball.getY() + ball.getR()) > 515)
lose = true;
}
private void checkBrick() {
for (int i = 0; i < 50; i++) {
int tempX, tempY, tempW, tempH;
tempX = bX[i];
tempY = bY[i];
tempW = bW[i];
tempH = bH[i];
if ((ball.getX() + ball.getR()) < (tempX + tempW)
&& (ball.getX() + ball.getR()) >= tempX) {
if ((ball.getY() + ball.getR()) > (tempY + tempH)
&& (ball.getY() + ball.getR()) <= tempY) {
System.out.println("Brick " + i + " has been hit.");
}
}
}
}
private void checkPaddle() {
// Check for paddle
if ((ball.getX() + ball.getR()) < (paddle.getX() + 100)
&& (ball.getX() + ball.getR()) >= paddle.getX() + 5) {
if ((ball.getY() + ball.getR()) > (paddle.getY() - 5)
&& (ball.getY() + ball.getR()) <= (paddle.getY() + 5)) {
ball.setVX((trajectory.nextInt(7) + -2) + 1);
ball.setVY(trajectory.nextInt(1) + -3);
}
}
}
// Key Detectors
public boolean keyDown(Event e, int key) {
if (key == Event.RIGHT) {
paddle.setVX(0);
if ((paddle.getX() + 100) < 377)
paddle.setVX(10);
}
if (key == Event.LEFT) {
paddle.setVX(0);
if (paddle.getX() > 0)
paddle.setVX(-10);
}
return true;
}
// To make sure it doesn't just keep moving one way
public boolean keyUp(Event e, int key) {
paddle.setVX(0);
return true;
}
}
Ball Class:
import java.awt.Color;
import java.awt.Graphics;
import java.util.Random;
public class Ball
{
private int x, y; //Position
private int vx, vy; //Velocity
private int r; //radius
//constructor
public Ball()
{
x = 177;
y = 315;
vx = 0;
vy = 5;
r = 15;
}
public void paint(Graphics g)
{
g.setColor(Color.white);
g.fillOval(x, y, r, r);
}
//returns the x of origin
public int getX()
{
return x;
}
//returns the y of origin
public int getY()
{
return y;
}
public int getVX()
{
return vx;
}
//returns the y of origin
public int getVY()
{
return vy;
}
//returns the radius r of the ball
public int getR()
{
return r;
}
//sets the velocity of x to a different value
public void setVX(int vx)
{
this.vx = vx;
}
//sets the velocity of y to a different value
public void setVY(int vy)
{
this.vy = vy;
}
//sets the x value
public void setX(int x)
{
this.x = x;
}
//sets the y value
public void setY(int y)
{
this.y = y;
}
//starts making the ball move by changing its coords
public void move()
{
x+= vx;
y+= vy;
}
}
Paddle Class:
import java.awt.Color;
import java.awt.Graphics;
public class Paddle {
// declares variables for x and y coordinates
int x, y;
//The velocity of to move paddle
int vx;
// constructor that takes in x and y coordinates for paddle
public Paddle(int x, int y)
{
this.x = x;
this.y = y;
}
public void paint(Graphics g)
{
// paints paddle
g.setColor(Color.WHITE);
g.fillRect(x, y, 100, 15);
g.setColor(Color.GREEN);
g.drawRect(x, y, 100, 15);
}
// gets x coordinate of paddle
public int getX() {
return x;
}
// sets x coordinate of paddle
public void setX(int x) {
this.x = x;
}
// gets y coordinate of paddle
public int getY() {
return y;
}
// sets y coordinate of paddle
public void setY(int y) {
this.y = y;
}
public void setVX(int vx)
{
this.vx = vx;
}
//Moves the paddle
public void move()
{
x+=vx;
}
}
Brick Class:
import java.awt.Color;
import java.awt.Graphics;
public class Brick
{
private Color color =(Color.cyan);
private int x, y, w, h;
public Brick()
{
//Garbage values that are there just for declaration
x = 0;
y = 0;
w = 10;
h = 10;
}
//Sets color for the brick
public void setColor(int paintC)
{
switch(paintC)
{
case 0:
color = (Color.magenta);
break;
case 1:
color = (Color.blue);
break;
case 2:
color = (Color.yellow);
break;
case 3:
color = (Color.orange);
break;
default:
color = (Color.red);
break;
}
}
//Sets the location then size of the brick
public void setBounds(int x, int y, int w, int h)
{
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
//returns x value
public int x()
{
return this.x;
}
//returns y value
public int y()
{
return this.y;
}
//returns width value
public int w()
{
return this.w;
}
//returns height value
public int h()
{
return this.h;
}
//Sets x for the brick
public void setX(int x)
{
this.x = x;
}
//Sets y for the brick
public void setY(int y)
{
this.y = y;
}
public void setW(int w)
{
this.w = w;
}
public void setH(int h)
{
this.h = h;
}
public void paint(Graphics g)
{
g.setColor(color);
g.fillRect(x, y, w, h);
g.setColor(Color.green);
g.drawRect(x, y, w, h);
}
}
回答1:
I've begin running over your code, quite frankly can't be bothered trying to figure out your logic, but what I believe you're trying to deduce is if the brick "contains" the ball, rather then if the ball intersects with the brick.
You don't care how much of the ball or brick are intersecting, only if the they do...for example...
private void checkBrick() {
int tx = ball.getX();
int ty = ball.getY();
int tw = ball.getR();
int th = ball.getR();
tw += tx;
th += ty;
for (int i = 0; i < 50; i++) {
int tempX, tempY, tempW, tempH;
tempX = bX[i];
tempY = bY[i];
tempW = bW[i];
tempH = bH[i];
int rw = tempW + tempX;
int rh = tempH + tempY;
// overflow || intersect
if ((rw < tempX || rw > tx) &&
(rh < tempY || rh > ty) &&
(tw < tx || tw > tempX) &&
(th < ty || th > tempY)) {
System.out.println("Hit");
}
}
}
Now, I stole this from Rectangle#intersects
Basically, if you used the geometry class from the 2D Graphics API, you could reduce this down to...
private void checkBrick() {
Rectangle b = new Rectangle(ball.getX(), ball.getY(), ball.getR(), ball.getR());
for (int i = 0; i < 50; i++) {
int tempX, tempY, tempW, tempH;
tempX = bX[i];
tempY = bY[i];
tempW = bW[i];
tempH = bH[i];
Rectangle brick = new Rectangle(tempX, tempY, tempW, tempH);
System.out.println("brick = " + brick);
if (b.intersects(brick)) {
System.out.println("Break");
}
}
}
And, yes, I did actually run your code
回答2:
The problem is that the method checkBrick()
is not changing anything, it is just printing if the ball has a collision with the brick.
You may want to change the Ball
velocity, as you did within checkWall()
and checkPaddle()
.
private void checkBrick() {
for (int i = 0; i < 50; i++) {
...
if (...) {
ball.setVX(...); // Add these lines setting the correct values
ball.setVY(...);
}
}
}
You may also want to check if your if-conditions
are correct, and do what you expected.
回答3:
Assuming tempH
is positive,
((ball.getY() + ball.getR()) > (tempY + tempH)
&& (ball.getY() + ball.getR()) <= tempY)
can't ever be true. The >
needs to be <
and the <=
needs to be >=
.
Additionally, you'll need to take some kind of action if the brick is hit, rather than just printing out the fact. Sorry, I'm not sure what's supposed to happen - does the brick disappear? Or the ball bounce? Or both?
回答4:
Second answer (in addition to other answer which I believe is ALSO a problem), your logic is asking if the ball is contained within a brick, but when you create the ball its radius is greater than the height of a brick, so even correcting that logic won't fix the problem.
You should refactor your code to make it read out like natural language, this would help a lot with debugging (or writing less bugs in the first place!) i.e.
in brick class:
public int bottom()
{
return y;
}
public int top()
{
return y + h;
}
in ball class:
public int bottom()
{
return y - r;
}
public int top() {
return y + r;
}
then in main class:
private boolean withinY(brick) {
return (ball.bottom => brick.bottom() && ball.top =< brick.top());
}
then the logic reads nicer (psuedo):
foreach brick in wall {
if (ball.withinY(brick) and ball.withinX(brick))
BAM!!
}
回答5:
You're checking if the ball is between the left and right side of the brick, but then checking if the ball is both above AND below the brick, because you've got your greater than and less than's mixed up. Also the center of the ball needs to be subtracted from it's Y position.
if ((ball.getY() + ball.getR()) **>** (tempY + tempH) &&
(ball.getY() **+** ball.getR()) **<=** tempY)
could be
if ((ball.getY() + ball.getR()) < (tempY + tempH) &&
(ball.getY() - ball.getR()) >= tempY)
but I'd suggest finding if the top of the ball is between the top and bottom of the brick, OR if the bottom of the ball is between the top and bottom of the brick:
if (((ball.getY() + ball.getR()) < (tempY + tempH) && (ball.getY() - ball.getR()) >= tempY)) ||
((ball.getY() - ball.getR()) < (tempY + tempH) && (ball.getY() - ball.getR()) >= tempY))) {
CODE
}
And use similar logic for finding between left and right sides of the brick
来源:https://stackoverflow.com/questions/21153110/brick-collision-java