Java Breakout游戏退出太早了

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我正在网上编程介绍.但是,我被困在一项任务上.

作业是写一个突破游戏.我已经成功写了97%的游戏.但是,游戏在所有砖块被移除之前停止.有时剩下4块砖,有时候11块.程序设计为当分数计数器到达所有砖块消失的点时停止,因此它必须提前到达该点.

我究竟做错了什么?

编辑:内联代码.并改写了问题

/*
 * File: Breakout.java
 * -------------------
 * Name:Alex Godin
 * 
 * This file will eventually implement the game of Breakout.
 */

import acm.graphics.*;
import acm.program.*;
import acm.util.*;

import java.applet.*;
import java.awt.*;
import java.awt.event.*;

public class Breakout extends GraphicsProgram {

/** Width and height of application window in pixels */
   public static final int APPLICATION_WIDTH = 400;
   public static final int APPLICATION_HEIGHT = 600;

/** Dimensions of game board (usually the same) */
   private static final int WIDTH = APPLICATION_WIDTH;
   private static final int HEIGHT = APPLICATION_HEIGHT;

/** Dimensions of the paddle */
   private static final int PADDLE_WIDTH = 60;
   private static final int PADDLE_HEIGHT = 10;

/** Offset of the paddle up from the bottom */
   private static final int PADDLE_Y_OFFSET = 30;

/** Number of bricks per row */
   private static final int NBRICKS_PER_ROW = 10;

/** Number of rows of bricks */
   private static final int NBRICK_ROWS = 10;

/** Separation between bricks */
   private static final int BRICK_SEP = 4;

/** Width of a brick */
   private static final int BRICK_WIDTH =
     (WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP) / NBRICKS_PER_ROW;

/** Height of a brick */
   private static final int BRICK_HEIGHT = 8;

/** Radius of the ball in pixels */
   private static final int BALL_RADIUS = 10;

/** Offset of the top brick row from the top */
   private static final int BRICK_Y_OFFSET = 70;

/** Number of turns */
   private static final int NTURNS = 3;

/**pause time*/
   private static final int PAUSE_TIME = 3;

/**THE VALUE OF EACH BRICK*/
   private static final int BRICKVAL = 10;

/** ivar holding the ball*/
   private GOval ball;

/**The current row(for setup)*/
   private static int rownum = 0;

/**The paddle*/
   private static GRect paddle = new GRect(PADDLE_WIDTH,PADDLE_HEIGHT);

/**The velocity*/
   private static double vx,vy;

/**the random generator*/
   private RandomGenerator rgen = RandomGenerator.getInstance();

/**bricks remaining*/
   private static int bricks = NBRICKS_PER_ROW * NBRICK_ROWS;

/**the score int*/
   private static int scoreINT = 0;

/**livesRemaining*/
   private static int livesINT = NTURNS;

/**score label*/
   private static GLabel score = new GLabel("score:" + scoreINT,0);

/**lives label*/
   GLabel lives = new GLabel("lives :" + livesINT,0);

/* Method: run() */
/** Runs the Breakout program */
   public void run() {
      scoreAndLives();
      setUpBricks();
      paddle();
      addMouseListeners();
      addKeyListeners();
      vx = rgen.nextDouble(1.0,3.0);
      ball();
      move();
   }

/**adds a score and life counter*/
   private void scoreAndLives(){
      score();
      lives();
   }

/**adds a score counter*/
   private void score(){
      score.setLocation(7,7 + score.getHeight());
      score.setColor(Color.RED);
      score.setFont(new Font("Serif",Font.BOLD,24));
      add(score);
   }

/**adds a life counter*/
   private void lives(){
      lives.setLocation(WIDTH - lives.getWidth()*2 + 7,7 + lives.getHeight());
      lives.setColor(Color.RED);
      lives.setFont(new Font("Serif",24));
      add(lives);
   }

/**designs the brick */
   private GRect brickDesign() {
      GRect brick = new GRect(BRICK_WIDTH,BRICK_HEIGHT);
      brick.setFilled(true);
      switch (rownum + 1){
         case 1: brick.setColor(Color.RED); break;
         case 2: brick.setColor(Color.RED); break;
         case 3: brick.setColor(Color.ORANGE); break;
         case 4: brick.setColor(Color.ORANGE); break;
         case 5: brick.setColor(Color.YELLOW); break;
         case 6: brick.setColor(Color.YELLOW); break;
         case 7: brick.setColor(Color.GREEN); break;
         case 8: brick.setColor(Color.GREEN); break;
         case 9: brick.setColor(Color.CYAN); break;
         case 10: brick.setColor(Color.CYAN); break;
      }
      return brick; 
   }

/**sets up the bricks*/
   private void setUpBricks(){
      int x=0;
      int y=0;
      for(int i=0; i<NBRICK_ROWS; i++){
         x=0;
         y=rownum * BRICK_HEIGHT + BRICK_SEP * i + BRICK_Y_OFFSET;
         for(int j=0; j<NBRICKS_PER_ROW + 1; j++){
            add(brickDesign(),x,y);
            x=(j * BRICK_WIDTH) + (BRICK_SEP * j);
         }                                                                                                                                                                                                                                    
         rownum+=1;
      }
   }

/**initializes the paddle*/
   private void paddle(){
      int xCenter = WIDTH/2 - PADDLE_WIDTH/2;
      paddle.setFilled(true);
      add(paddle,xCenter,HEIGHT-PADDLE_Y_OFFSET);
   }

/**moves the paddle*/
   public void mouseMoved(MouseEvent e){
      int x = e.getX();
      if(x < WIDTH-PADDLE_WIDTH){
         paddle.setLocation(x,APPLICATION_HEIGHT - PADDLE_Y_OFFSET);
      }
   }

/**sets up the ball*/
   private void ball(){
      ball = new GOval( WIDTH/2 - BALL_RADIUS,HEIGHT/2 - BALL_RADIUS,BALL_RADIUS * 2,BALL_RADIUS * 2);
      ball.setFilled(true);
      add(ball);
      vy = 3.0;
   }

/**the animation*/
   private void move(){
      if (rgen.nextBoolean(0.5)) vx = -vx;
         while(true){
            ball.move(vx,vy);
            checkWallColisions();
            checkCollisions();
            pause(PAUSE_TIME);
            if(scoreINT == bricks * BRICKVAL){
               break;
            }
         }
   }

/**Checks for colisions with the wall*/
   private void checkWallColisions(){
      if(xWallCollision() == true){
         xColide();
      }
      if(yWallCollision() == true){

         yColide();
      }           

   }

/**what to do in case of a x collision*/
   private void xColide(){
      if(vx>0){
         vx = -1 * rgen.nextDouble(1.0,3.0);
      }else{
         vx = rgen.nextDouble(1.0,3.0);
      }
   }

/**what to do in case of a y collision*/
   private void yColide(){
      if(vx>0){
         vx = rgen.nextDouble(1.0,3.0);
      }else{
         vx = -1 * rgen.nextDouble(1.0,3.0);
      }
      vy=-vy;     
   }

/**checks for an x wall colision*/
   private boolean xWallCollision(){
      if(ball.getX() + BALL_RADIUS*2 > WIDTH){
         double bally=ball.getY();
         ball.setLocation(WIDTH-BALL_RADIUS*2,bally);
         return true;
      }else if(ball.getX() < 0){
         double bally=ball.getY();
         ball.setLocation(0,bally);
         return true;
      }else{
         return false;
      }
   }

/**checks for a y wall colision*/
   private boolean yWallCollision(){
      if(ball.getY() > HEIGHT - BALL_RADIUS*2){
         return true;
      }if(ball.getY() < 0){
         return true;
      }else{
         return false;
      }
   }

/**gets coliders*/
   private GObject getColidingObject(){
      if(getElementAt(ball.getX(),ball.getY()) != null){
         return getElementAt(ball.getX(),ball.getY());
      }else if(getElementAt(ball.getX() + BALL_RADIUS *2,ball.getY()) != null){
         return getElementAt(ball.getX() + BALL_RADIUS *2,ball.getY());
      }else if(getElementAt(ball.getX(),ball.getY() + BALL_RADIUS *2) != null){
         return getElementAt(ball.getX(),ball.getY() + BALL_RADIUS *2);
      }else if(getElementAt(ball.getX() + BALL_RADIUS *2,ball.getY() + BALL_RADIUS *2) != null){
         return getElementAt(ball.getX() + BALL_RADIUS *2,ball.getY() + BALL_RADIUS *2);
      }else{
         return null;
      }
   }

/**checks for brick and paddle colisions*/
   private void checkCollisions(){
      GObject colider = getColidingObject();
      if(colider == paddle){
         yColide();
      }else if(colider == lives || colider == score){

      }else if(colider != null){
         yColide();
         remove(colider);
         scoreINT+=BRICKVAL;
         score.setLabel("score:" + scoreINT);
      }
   }
}

我可以让球反弹,但是在所有的砖块被移除并且球停止弹跳之前,循环会逃脱.当分数达到所有砖块消失的点时,循环被设置为逃逸.然而,它太早达到了这一点.

/**the animation*/
private void move(){
        if (rgen.nextBoolean(0.5)) vx = -vx;
                while(true){
                        checkCollisions();
                        ball.move(vx,vy);
                        checkWallColisions();
                        pause(PAUSE_TIME);
                        //where i'm having issues - the loop is set to escape when the score reaches the point at which all the bricks will be gone but the score is reaching that point too early 
                        if(scoreINT == bricks * BRICKVAL){
                                break;
                        }
                }
}

/**gets coliders*/
private GObject getColidingObject(){
        if(getElementAt(ball.getX(),ball.getY()) != null){
                return getElementAt(ball.getX(),ball.getY());
        }else if(getElementAt(ball.getX() + BALL_RADIUS *2,ball.getY()) != null){
                return getElementAt(ball.getX() + BALL_RADIUS *2,ball.getY());
        }else if(getElementAt(ball.getX(),ball.getY() + BALL_RADIUS *2) != null){
                return getElementAt(ball.getX(),ball.getY() + BALL_RADIUS *2);
        }else if(getElementAt(ball.getX() + BALL_RADIUS *2,ball.getY() + BALL_RADIUS *2) != null){
                return getElementAt(ball.getX() + BALL_RADIUS *2,ball.getY() + BALL_RADIUS *2);
        }else{
                return null;
        }
}

/**checks for brick and paddle colisions*/
private void checkCollisions(){
        GObject colider = getColidingObject();
        if(colider == paddle){
                yColide();
        }else if(colider == lives || colider == score){}else if(colider != null){
                remove(colider);
                yColide();
        }
}

解决方法

您是否使用Netbeans或Eclipse等IDE来编写此游戏?如果是这样,您可以在代码中设置一些断点并在调试模式下运行它以尝试找出正在发生的事情.

我认为有一种方法可以检查分数是否为零并中止程序?在该方法中放置一个断点并运行应用程序 – 一旦达到断点,您可以使用Watches在程序退出时观察程序的状态.

你检查过程序是否干净利落?这绝对是一个将其关闭的零分吗?可能会因为中止您的应用而抛出异常.

此外,如果您是编程新手,那么调试是一项非常好的学习技巧!

原文链接:https://www.f2er.com/java/127889.html

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