如何通过按键在 Java 中旋转二维矩形?

How do I rotate a 2D rectangle in Java by pressing keys?

我目前正在尝试制作我的第一款简单 java 游戏。到目前为止,我一直在关注某个 Youtube 教程,但我想添加自己的功能,其中之一是能够通过按某个键来旋转播放器。一段时间以来,我一直在研究如何执行此操作,但经过多次失败的尝试后,如果有人可以建议我应该如何执行此操作,我将不胜感激。

这是我的播放器 class,我尝试通过实现 KeyListener 来旋转播放器:

package topDownGame;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.AffineTransform;
import java.awt.geom.Path2D;

import javax.swing.Timer;

public class Player extends GameObject implements KeyListener{

    private Handler handler;
    private HUD hud;
    public float rotation = 0;

    public Player(int x, int y, ID id, Handler handler, HUD hud) {
        super(x, y, id);
        this.handler = handler;
        this.hud = hud;

    }

    public void tick() {

        x += velX;
        y += velY;

        x = Game.clamp(x, 0, Game.WIDTH - 38);
        y = Game.clamp(y, 0, Game.HEIGHT - 67);

        collision();

    }

    public void render(Graphics g) {
        //g.setColor(Color.WHITE);      
        //g.fillRect(x, y, 32, 32);
        Graphics2D g2d = (Graphics2D)g;
        Rectangle r = new Rectangle(x, y, 32, 32);
        Path2D.Double path = new Path2D.Double();
        path.append(r, false);

        AffineTransform t = new AffineTransform();
        t.rotate(rotation);
        path.transform(t);
        g2d.setColor(Color.WHITE);
        g2d.draw(path);

    }


    public void collision() {

        for (int i = 0; i < handler.object.size(); i++) {
            GameObject tempObject = handler.object.get(i);

            if (tempObject.getId() == ID.BasicEnemy) {
                if (getBounds().intersects(tempObject.getBounds())) {
                    hud.HEALTH -= 2;
                }
            }
        }

    }


    public Rectangle getBounds() {

        return new Rectangle(x, y, 32, 32);

    }

    @Override
    public void keyPressed(KeyEvent e) {
    int key = e.getKeyCode();

        for (int i = 0; i < handler.object.size(); i++) {
            GameObject tempObject = handler.object.get(i);

            if (tempObject.getId() == ID.Player) {
                if (key == KeyEvent.VK_E) {
                    rotation = (float) (rotation + 0.1);
                }
            }
        }

    }

    @Override
    public void keyReleased(KeyEvent arg0) {
        // TODO Auto-generated method stub

    }

    @Override
    public void keyTyped(KeyEvent arg0) {
        // TODO Auto-generated method stub

    }   

}

下面是我剩下的一些可能很重要的代码

游戏class:

package topDownGame;

import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferStrategy;

public class Game extends Canvas implements Runnable{

    /**
     * 
     */
    private static final long serialVersionUID = 1744439430685015162L;
    public static final int WIDTH = 640, HEIGHT = WIDTH / 12*9;

    private boolean running = false;
    private Thread thread;
    private Handler handler;

    public Game() {
        handler = new Handler();
        this.addKeyListener(new KeyInput(handler));
        new Window(WIDTH, HEIGHT, "Game", this);
        handler.addObject(new Player(200, 200, ID.Player, handler, hud));
    }

    public synchronized void start() {
        running = true;
        thread = new Thread(this);
        thread.start();
    }

    public synchronized void stop() {
        try{
            running = false;
            thread.join();
        }catch(Exception e) {
            e.printStackTrace();
        }
    }

    public void run() {
        this.requestFocus();
        long lastTime = System.nanoTime();
        double delta = 0.0;
        double amountOfTicks = 60.0;
        double ns = 1000000000/amountOfTicks;
        long timer = System.currentTimeMillis();
        int frames = 0;
        while(running) {
            long now = System.nanoTime();
            delta += (now-lastTime)/ns;
            lastTime = now;
            while(delta >= 1) {
                delta--;
                tick();
            }
            if (running) {
                frames++;
                render();
            }
            if (System.currentTimeMillis() - timer > 1000) {
                timer += 1000;
                System.out.println("FPS: " + frames);
                frames = 0;
            }
        }
        stop();
    }

    public void tick() {
        handler.tick();
    }

    public void render() {
        BufferStrategy bs = this.getBufferStrategy();
        if (bs == null) {
            this.createBufferStrategy(3);
            return;
        }
        Graphics g = bs.getDrawGraphics();



        g.setColor(Color.BLACK);
        g.fillRect(0, 0, WIDTH, HEIGHT);
        handler.render(g);
        g.dispose();
        bs.show();
    }

    public static int clamp(int var, int min, int max) {

        if (var <= min) {
            var = min;
        }

        if (var >= max) {
            var = max;
        }

        return var;

    }


    public static void main(String args[]) {
        new Game();
    }



}

Window class:

package topDownGame;

import java.awt.Canvas;
import java.awt.Dimension;

import javax.swing.JFrame;

public class Window extends Canvas{

    /**
     * 
     */
    private static final long serialVersionUID = -8646632868321067448L;

    public Window(int width, int height, String title, Game game) {

        JFrame jframe = new JFrame(title);

        jframe.setMaximumSize(new Dimension(width, height));
        jframe.setMinimumSize(new Dimension(width, height));
        jframe.setPreferredSize(new Dimension(width, height));

        jframe.setVisible(true);
        jframe.setDefaultCloseOperation(jframe.EXIT_ON_CLOSE);
        jframe.setResizable(false);
        jframe.setLocationRelativeTo(null);
        jframe.add(game);
        game.start();

    }

}

游戏对象class:

package topDownGame;

import java.awt.Graphics;
import java.awt.Rectangle;

public abstract class GameObject {

    protected int x, y;
    protected ID id;
    protected int velX, velY;

    public GameObject(int x, int y, ID id) {
        this.x = x;
        this.y = y;
        this.id = id;
    }

    public abstract void tick();
    public abstract void render(Graphics g);
    public abstract Rectangle getBounds();

    public int getX() {
        return x;
    }

    public void setX(int x) {
        this.x = x;
    }

    public int getY() {
        return y;
    }

    public void setY(int y) {
        this.y = y;
    }

    public ID getId() {
        return id;
    }

    public void setId(ID id) {
        this.id = id;
    }

    public int getVelX() {
        return velX;
    }

    public void setVelX(int velX) {
        this.velX = velX;
    }

    public int getVelY() {
        return velY;
    }

    public void setVelY(int velY) {
        this.velY = velY;
    }



}

处理程序class:

package topDownGame;

import java.awt.Graphics;
import java.util.LinkedList;

public class Handler {

    LinkedList <GameObject> object = new LinkedList <GameObject>();

    public void tick() {
        for (int i = 0; i < object.size(); i++) {
            GameObject tempObject = object.get(i);

            tempObject.tick();
        }
    }

    public void render(Graphics g) {
        for (int i = 0; i < object.size(); i++) {
            GameObject tempObject = object.get(i);

            tempObject.render(g);
        }
    }

    public void addObject(GameObject object) {
        this.object.add(object);
    }

    public void removeObject(GameObject object) {
        this.object.remove(object);
    }

    public void addObject(int x, int y, ID basicenemy) {
        // TODO Auto-generated method stub

    }

}

按键输入class:

package topDownGame;

import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

public class KeyInput extends KeyAdapter{


    private Handler handler;
    public KeyInput(Handler handler) {
        this.handler = handler;

    }


    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();

        for (int i = 0; i < handler.object.size(); i++) {
            GameObject tempObject = handler.object.get(i);

            if (tempObject.getId() == ID.Player) {
                if (key == KeyEvent.VK_W) {
                    tempObject.setVelY(-5);
                }
                if (key == KeyEvent.VK_S) {
                    tempObject.setVelY(5);
                }
                if (key == KeyEvent.VK_A) {
                    tempObject.setVelX(-5);
                }
                if (key == KeyEvent.VK_D) {
                tempObject.setVelX(5);
                }

            }
        }
        if (key == KeyEvent.VK_SPACE) {
            System.exit(1);
        }
    }

    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();
        for (int i = 0; i < handler.object.size(); i++) {
            GameObject tempObject = handler.object.get(i);

            if (tempObject.getId() == ID.Player) {
                if (key == KeyEvent.VK_W) {
                tempObject.setVelY(0);
                }
                if (key == KeyEvent.VK_S) {
                    tempObject.setVelY(0);
                }
                if (key == KeyEvent.VK_A) {
                    tempObject.setVelX(0);
                }
                if (key == KeyEvent.VK_D) {
                    tempObject.setVelX(0);
                }
            }
        }
    }

}

ID 枚举:

package topDownGame;

public enum ID {

    Player();

}

好的,所以我已经仔细研究了这个例子,你遇到的“基本”问题是什么都没有调用 PlayerkeyPressed/Released 方法——事实是,什么都不应该.

目的是,“输入”应该与实体分离,实体应该根据游戏引擎的当前状态更新它们的状态。

因此,我要做的第一件事是“概括”可能发生(并且游戏模型可以响应)的可用“输入操作”

public enum InputAction {
    UP, DOWN, LEFT, RIGHT, ROTATE;
}

就是这样。这些是游戏支持且实体可以使用的输入。它们与它们可能发生的“方式”无关,只是提供一种方法。

现在,为了支持这个想法,我们实际上需要以某种方式告诉实体它们应该“更新”,这应该在它们被渲染之前完成,但由于我们试图分离这些操作(所以例如,对象可以比渲染更频繁地​​更新),我们需要提供一个执行此操作的新方法...

public abstract class GameObject {
    //...
    public void update() {
    }
    //...
}

(注意:从技术上讲,此方法可能是 abstract,因为几乎所有实体都需要以某种方式进行更改,但为了简单起见,我只是将其设为空执行)

接下来,我们需要一些方法让实体响应这些输入操作,并需要一些方法来管理它们,在您的情况下,Handler 可能是最佳选择,因为它提供了一个 link 在实体和系统的其他方面(如渲染和输入控制)之间

public class Handler {
    //...
    private Set<InputAction> inputActions = new HashSet<InputAction>();

    public void render(Graphics g) {
        for (int i = 0; i < object.size(); i++) {
            GameObject tempObject = object.get(i);

            tempObject.update();
            tempObject.render(g);
        }
    }
    
    public boolean is(InputAction action) {
        return inputActions.contains(action);
    }

    public void set(InputAction action) {
        inputActions.add(action);
    }

    public void remove(InputAction action) {
        inputActions.remove(action);
    }
    //...

}

好的,现在“输入机制”可以根据其实现告诉 Handler 状态何时发生变化...

public class KeyInput extends KeyAdapter {

    private Handler handler;

    public KeyInput(Handler handler) {
        this.handler = handler;
    }

    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();
        if (key == KeyEvent.VK_W) {
            handler.set(InputAction.UP);
        }
        if (key == KeyEvent.VK_S) {
            handler.set(InputAction.DOWN);
        }
        if (key == KeyEvent.VK_A) {
            handler.set(InputAction.LEFT);
        }
        if (key == KeyEvent.VK_D) {
            handler.set(InputAction.RIGHT);
        }
        if (key == KeyEvent.VK_E) {
            handler.set(InputAction.ROTATE);
        }
    }

    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();
        if (key == KeyEvent.VK_W) {
            handler.remove(InputAction.UP);
        }
        if (key == KeyEvent.VK_S) {
            handler.remove(InputAction.DOWN);
        }
        if (key == KeyEvent.VK_A) {
            handler.remove(InputAction.LEFT);
        }
        if (key == KeyEvent.VK_D) {
            handler.remove(InputAction.RIGHT);
        }
        if (key == KeyEvent.VK_E) {
            handler.remove(InputAction.ROTATE);
        }
    }

}

(是的,它们可能是 if-else if 语句,但为了简洁起见,我只是修改现有代码)

最后,我们需要更新 Player 对象,以便它可以根据游戏引擎的当前“状态”“更新”它的状态...

public class Player extends GameObject {

    private Handler handler;
    public float rotation = 0;

    public Player(int x, int y, ID id, Handler handler) {//, HUD hud) {
        super(x, y, id);
        this.handler = handler;

    }

    @Override
    public void update() {
        if (handler.is(InputAction.UP)) {
            setVelY(-5);
        } else if (handler.is(InputAction.DOWN)) {
            setVelY(5);
        } else {
            setVelY(0);
        }

        if (handler.is(InputAction.LEFT)) {
            setVelX(-5);
        } else if (handler.is(InputAction.RIGHT)) {
            setVelX(5);
        } else {
            setVelX(0);
        }

        if (handler.is(InputAction.ROTATE)) {
            rotation += 0.1;
        }
    }

    public void tick() {

        x += velX;
        y += velY;

        x = Game.clamp(x, 0, Game.WIDTH - 38);
        y = Game.clamp(y, 0, Game.HEIGHT - 67);

        collision();

    }

    public void render(Graphics g) {
        //g.setColor(Color.WHITE);      
        //g.fillRect(x, y, 32, 32);
        Graphics2D g2d = (Graphics2D) g.create();
        Rectangle r = new Rectangle(0, 0, 32, 32);
        Path2D.Double path = new Path2D.Double();
        path.append(r, false);

        AffineTransform t = new AffineTransform();
        t.translate(x, y);
        t.rotate(rotation, 16, 16);
        path.transform(t);
        g2d.setColor(Color.WHITE);
        g2d.draw(path);
        g2d.dispose();

    }

    public void collision() {

        for (int i = 0; i < handler.object.size(); i++) {
            GameObject tempObject = handler.object.get(i);

//              if (tempObject.getId() == ID.BasicEnemy) {
//                  if (getBounds().intersects(tempObject.getBounds())) {
//                      hud.HEALTH -= 2;
//                  }
//              }
        }

    }

    public Rectangle getBounds() {
        return new Rectangle(x, y, 32, 32);
    }

}

我想仔细看看 render 方法,因为它有点复杂...

public void render(Graphics g) {
    // 1...
    Graphics2D g2d = (Graphics2D) g.create();
    // 2...
    Rectangle r = new Rectangle(0, 0, 32, 32);
    Path2D.Double path = new Path2D.Double();
    path.append(r, false);

    AffineTransform t = new AffineTransform();
    // 3...
    t.translate(x, y);
    // 4...
    t.rotate(rotation, 16, 16);
    path.transform(t);
    g2d.setColor(Color.WHITE);
    g2d.draw(path);
    // 5...
    g2d.dispose();
}

好的:

  1. Graphics 是一个分片概念,这意味着每个需要绘制的实体都将获得相同的 Graphics 上下文,包括之前实体对其所做的任何和所有更改.这种“可能”是可取的,但总的来说,您希望减少可能发生的“副作用”的数量。所以,我们首先创建一个新的副本。
  2. 我们创建了 Rectangle。奇怪的是,(现在)这是一个不好的地方,因为它的状态实际上永远不会改变。 Rectangle 总是在 0x0 位置创建,大小为 32x32 ...但是等等,我想让它移动并做一些事情!我知道,您会在 ...
  3. 中看到“如何”
  4. 我们将 Graphics 上下文的原点转换为玩家的位置...这使得 0x0 位置与玩家位置相同。这是一个巧妙的作弊手段,正如我上面所说,您不再需要在每次调用 render 时都创建一个 Rectangle,这将进一步提高性能
  5. 我们围绕对象的中心点旋转 Graphics 上下文(对象 32x32 使中心点 16x16 - 记住,原点是 0x0 ...你明白为什么这个小改变如此重要和有用吗)
  6. 我们dispose的copy。这只会释放此副本持有的所有资源,我们采取的操作仍会应用回原始副本,但不会影响之后可能发生的任何操作(因此原点和旋转与 render 第一次调用)。

观察...

我在研究代码时,很明显代码组织得不好。真正让我恼火的一件事是,Game 会创建一个 Window 的实例来显示自己——这实际上是一种副作用,是 Game 不应该做的事情(它不应该在乎)。

所以,我采用了您的 main 方法并将其争论为...

public static void main(String args) {
    EventQueue.invokeLater(new Runnable() {
        @Override
        public void run() {
            JFrame jframe = new JFrame("Game");

            Game game = new Game();
            jframe.setDefaultCloseOperation(jframe.EXIT_ON_CLOSE);
            jframe.add(game);
            jframe.pack();
            jframe.setLocationRelativeTo(null);
            jframe.setVisible(true);
            game.start();
        }
    });
}

所以,一些小的变化...

  • 几乎立即将 game 的实例添加到框架中(这对我所做的另一项更改很重要)
  • 框架被“打包”在组件周围
  • 框架的位置已设置(因此它出现在屏幕中间),这是在打包 window 之后完成的,因为在打包之前不会设置框架的大小。
  • 框架可见 - 这会阻止 window“跳”到屏幕中央

我也加了...

@Override
public Dimension getPreferredSize() {
    return new Dimension(WIDTH, HEIGHT);
}

Game,这为添加了 Game 的容器提供大小调整提示。这也意味着当 JFramepack 编辑时,window 将略大于内容区域,因为框架的边框环绕着它。

我还建议您看一下 JavaDocs for BufferStrategy,因为它有一个“如何”使用它的示例。

为此,我相应地修改了您的 render 方法...

public void render() {
    BufferStrategy bs = this.getBufferStrategy();
    if (bs == null) {
        this.createBufferStrategy(3);
        return;
    }

    do {
        do {
            Graphics g = bs.getDrawGraphics();
            g.setColor(Color.BLACK);
            g.fillRect(0, 0, getWidth(), getHeight());
            handler.render(g);
            g.dispose();
        } while (bs.contentsRestored());
        bs.show();
    } while (bs.contentsLost());
}

我做的一个重大改变是 g.fillRect(0, 0, getWidth(), getHeight()); - 现在它将填充组件的“实际”大小,而不仅仅是“所需”大小......我是那些讨厌的人之一(热情地)不可调整大小 windows ;)

如果您有兴趣看到一个稍微复杂的解决方案,您可以选择 look at this example,它提出了一个更“通用”和“解耦”的概念