java swing实战——baba is you(stop逻辑实现)

4.3 WALL is STOP

​ stop不同于gameClosure, 因为stop的对象有可能变化,因此碰撞具有stop属性的物体,应该交由gamePeople,为了简化,我们先假定WALL IS STOP.

private void peopleMove(KeyEvent e) {
    
    
    String stop = PeopleLocation.WALL;
    /**
     * 遍历循环(添加GamePeople的getPeopleList()方法)
     * 寻找可以移动的角色
     */
    List<People> peopleList = gamePeople.getPeopleList();
    for (int i = 0; i < peopleList.size(); i++) {
    
    
        People people = peopleList.get(i);
        if(PeopleLocation.BABA.equalsIgnoreCase(people.getName())) {
    
    
            switch (e.getKeyCode()) {
    
    
                case KeyEvent.VK_UP:
                    gamePeople.move(1,people,stop);
                    break;
                case KeyEvent.VK_DOWN:
                    gamePeople.move(-1,people,stop);
                    break;
                case KeyEvent.VK_RIGHT:
                    gamePeople.move(2,people,stop);
                    break;
                case KeyEvent.VK_LEFT:
                    gamePeople.move(-2,people,stop);
                    break;
            }
        }
    }
}

​ 我们在GamePeople中的move方法,遍历找出who is stop,当然,此时,使用List,遍历操作有些麻烦,于是,我们使用了数据结构Map.(当然,初始化的工作也增加了)

private List<People> peopleList;
// 便于后续数据操作
private Map<String,List<People>> peopleMap;
public GamePeople() {
    
    
    this.peopleList = new ArrayList<>();
    this.peopleMap = new HashMap<>(); // 初始化

    /**
     * 4种可操作对象,之后可增加water等
     */
    this.peopleMap.put(PeopleLocation.BABA, new ArrayList<People>());
    this.peopleMap.put(PeopleLocation.ROCK, new ArrayList<People>());
    this.peopleMap.put(PeopleLocation.WALL, new ArrayList<People>());
    this.peopleMap.put(PeopleLocation.FLAG, new ArrayList<People>());


    People baba = new People(5 * 24, 9 * 24, PeopleLocation.BABA);
    this.peopleList.add(baba);
    this.peopleMap.get(PeopleLocation.BABA).add(baba);

    People flag = new People(14 * 24, 9 * 24, PeopleLocation.FLAG);
    this.peopleList.add(flag);
    this.peopleMap.get(PeopleLocation.FLAG).add(flag);


    People rock0 = new People(9 * 24, 8 * 24, PeopleLocation.ROCK);
    People rock1 = new People(9 * 24, 9 * 24, PeopleLocation.ROCK);
    People rock2 = new People(9 * 24, 10 * 24, PeopleLocation.ROCK);
    this.peopleList.add(rock0);this.peopleMap.get(PeopleLocation.ROCK).add(rock0);
    this.peopleList.add(rock1);this.peopleMap.get(PeopleLocation.ROCK).add(rock1);
    this.peopleList.add(rock2);this.peopleMap.get(PeopleLocation.ROCK).add(rock2);


    for (int i = 4; i < 15; i++) {
    
    
        People wall0 = new People(i * 24, 7 * 24, PeopleLocation.WALL);
        People wall1 = new People(i * 24, 11 * 24, PeopleLocation.WALL);
        this.peopleList.add(wall0);this.peopleMap.get(PeopleLocation.WALL).add(wall0);
        this.peopleList.add(wall1);;this.peopleMap.get(PeopleLocation.WALL).add(wall1);
    }
}

修改GamePeople种的move方法:(这里物体先移动,后碰撞,反弹)

public void move(int direction, People you, String stop) {
    
    
    /**
     * 先移动
     */
    switch (direction) {
    
    
        case 1:
            you.up = true;
            you.down = you.right = you.left = false;
            you.setY(you.getY() - 24);//y -= 24;
            break;
        case -1:
            you.down = true;
            you.up = you.right = you.left = false;
            you.setY(you.getY() + 24);//y += 24;
            break;
        case 2:
            you.right = true;
            you.up = you.down = you.left = false;
            you.setX(you.getX() + 24);//x += 24;
            break;
        case -2:
            you.left = true;
            you.up = you.right = you.down = false;
            you.setX(you.getX() - 24);//x -= 24;
            break;
    }

    List<People> stopList = this.peopleMap.get(stop);
    for (int i = 0; i < stopList.size(); i++) {
    
     // 遍历所有不可动的对象判断
        People stopPeople = stopList.get(i);
        if(stopPeople.getX() == you.getX() && stopPeople.getY() == you.getY()) {
    
     // 发生碰撞
            // 反弹
            if (you.up) {
    
    
                you.setY(you.getY() + 24);//y += 24;
            } else if (you.down) {
    
    
                you.setY(you.getY() - 24);//y -= 24;
            } else if (you.right) {
    
    
                you.setX(you.getX() - 24);//x -= 24;
            } else if (you.left) {
    
    
                you.setX(you.getX() + 24);//x += 24;
            }
        }
    }


}

​ 此时,我们控制的角色便无法穿墙和WALL.之后,我们会进行游戏的核心逻辑ROCK IS PUSH.目前,大家操作的角色在穿越rock时,显示在rock后,这是由于我们绘制时先绘制baba,后绘制rock,因此导致rock覆盖了baba.因此,大家可以根据自己需求,调整draw()的先后顺序。

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转载自blog.csdn.net/m0_46565757/article/details/122371909