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手把手一步一步教你使用Java开发一个大型街机动作闯关类游戏20

手把手一步一步教你使用Java开发一个大型街机动作闯关类游戏20

作者: __豆约翰__ | 来源:发表于2022-01-14 09:01 被阅读0次

block效果

ActorObject.java
我们在AttackAbleObject和Enemy类之间,新增一个类层次ActorObject;ActorObject类型主要实现sprite被攻击后的阻塞效果(一种后退效果)。
AttackAbleObject类型主要负责hitbox和hurtbox。
有些对象可能没有阻塞效果,比如后面我们会介绍的野狗对象,这样野狗类就可以继承AttackAbleObject;
而像player和enemy这些有阻塞效果的对象,我们就让他们继承ActorObject
另外我们还把一些之前在AttackAbleObject类中实现的方法转移到了ActorObject类中,具体看源码。

阻塞效果主要由blockEffect()方法实现:
总体思想是实现一种后退的效果,后退时我们不想实现成是匀速的,希望开始时少退些,后来多退些,故这里我们使用了正弦函数。
另外在我们判断出当前对象正在遭受攻击时,设置_blocked = true
而在update方法中,如果我们判断blocked为true,我们就调用blockEffect()方法,展示阻塞效果。

public abstract class ActorObject extends AttackAbleObject{

    private Animator _animator;

    private double _flipCord = 1;
    
    private float _xBlockOffset = 90f;
    private double _blockDelay = 700;
    private double _blockSpeed = 1.5;
//  private double _blockStrength = 2.0;
    private double _blockStrength = 0.2;
    private double _blockDelayTimer = _blockDelay;
    
    private int _hp = 0;
    private int _maxHp = 0;
    private boolean _blocked = false;
    private boolean _blockedFromRight = true;
    


    public ActorObject(Animator anim, int hp, int strength, int hurt_x, int hurt_y, int hurtscale_x, int hurtscale_y,
                       int hitoffset_x1, int hitoffset_y1, int hitoffset_x2, int hitoffset_y2){
        super(anim,strength,hurt_x,hurt_y,hurtscale_x,hurtscale_y,hitoffset_x1,hitoffset_y1,hitoffset_x2,hitoffset_y2);
        _animator = anim;
        _hp = hp;

    }
    
    public Animator getAnimator(){
        return _animator;
    }
    

    @Override
    public void move(double x,double y){
    
        super.move(x, y);
        if(x>0 && _flipCord<0){
            _animator.flip();
            _flipCord = x;
        }
        if(x<0 && _flipCord>0){
            _animator.flip();
            _flipCord = x;
        }
        
    }
    


    public void update(Graphics2D g){

        if(!isDead()){
            _animator.show(g);
            if(isBlocked()){
                blockEffect();
            }
            setHitting(false);
        }
    
    }
    

    abstract void handleAttack();
    

    abstract void attack();
    
    

    abstract void idle();
    
    

    public void takeDamage(AttackAbleObject dyn){
        setHp(getHp()-dyn.getStrength());
    }
    
    

    public boolean isDead(){
        return getHp()<=0;
    }
    

    public boolean isHit(AttackAbleObject dyn){
        if(!isDead()){
            if(!_blocked){
                if(dyn.hasHitBoxCollide(this) && dyn.isHitting()){
                    if(!dyn.getTransform().isFlippedRight()){
                        _blockedFromRight = false;
                    }else{
                        _blockedFromRight = true;
                    }
                    _blocked = true;
                    return true;
                }
                else{
                    return false;
                }
            }
        }
        return false;
    }
    

    public void setBlocked(boolean bl){
        
        _blocked = bl;
    }
    

    public boolean isBlocked(){
        return _blocked;
    }
    

    public boolean isBlockedFromRight(){
        return _blockedFromRight;
    }
    
    

    public void setHp(int hp){
        _hp = hp;
    }
    

    public int getHp(){
        return _hp;
    }
    
    
    public void setMaxHp(int max){
        _maxHp = max;
    }
    
    public int getMaxHp(){
        return _maxHp;
    }
    
    

    void blockEffect(){
        _xBlockOffset -= _blockSpeed;
        double y = Math.toRadians(_xBlockOffset);
        if(getX()>50 && getX()<555){
            if(isBlockedFromRight()){
                _animator.translate(Math.sin(y)*_blockStrength, 0);
            }else{
                _animator.translate(-Math.sin(y)*_blockStrength, 0);
            }
        }

        
        _blockDelayTimer -= Config.TIMER_DIF;
        if(_blockDelayTimer<=0){
            setBlocked(false);
            _blockDelayTimer = _blockDelay;
            _xBlockOffset = 100;
        }
    }

}

同时,在Enemy类的update方法中,我们判断如果对象当前的状态是block,我们就设置block动画。


public class Enemy extends ActorObject{
    private Animator _animator;
    private Player _player;
    private double _speed = 1.5;

    @Override
    public void update(Graphics2D g){
        if(!this.isDead()){
            _animator.show(g);
        super.update(g);
        if(!isDead()){
            if(isBlocked()){
                getAnimator().setAnimation("block");
            }
            else{
                if(!getAnimator().isPlaying("idle")
                        && !getAnimator().isPlaying("block")
                ){
                    getAnimator().setAnimation("idle");
                }
            }
            followPath();
            if(this.isHit(_player)){
                this.takeDamage(_player);
            }
        }
    }


}

如果您迷路了,请参考完整源码:

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