问题描述
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我的朋友告诉我,我的代码不是很面向对象。我将如何使其更加面向对象和可重用?
我尝试创建一个名为level的类,该类按级别打印图像,但注意打印,因此无法正常工作。
(代码转储即将到来,对不起)
public class Main extends Applet implements Runnable,KeyListener,java.awt.event.MouseListener {
double x_pos = 300;
double y_pos = 200;
int radius = 20;
int appletsize_x = 640;
int appletsize_y = 440;
double speed = 3;
float speedModifier = 1f;
Image grass;
Image hero;
Image hero45;
Image hero90;
Image hero135;
Image hero180;
Image hero225;
Image hero270;
Image hero315;
Image sprite;
Image tree;
Image path;
private boolean leftPressed;
private boolean rightPressed;
private boolean downPressed;
private boolean upPressed;
private Image dbImage;
private Graphics dbg;
public void init() {
Dimension dim = getMaximumSize();
this.setSize(appletsize_x,appletsize_y);
MediaTracker mt = new MediaTracker(this);
tree = getImage(getCodeBase(),\"tree_64.png\");
grass = getImage(getCodeBase(),\"grassTile.png\");
path = getImage(getCodeBase(),\"path.png\");
hero = getImage(getCodeBase(),\"hero.png\");
hero45 = getImage(getCodeBase(),\"hero45.png\");
hero90 = getImage(getCodeBase(),\"hero90.png\");
hero135 = getImage(getCodeBase(),\"hero135.png\");
hero180 = getImage(getCodeBase(),\"hero180.png\");
hero225 = getImage(getCodeBase(),\"hero225.png\");
hero270 = getImage(getCodeBase(),\"hero270.png\");
hero315 = getImage(getCodeBase(),\"hero315.png\");
sprite = getImage(getCodeBase(),\"hero.png\");
mt.addImage(hero,0);
mt.addImage(path,0);
mt.addImage(tree,0);
mt.addImage(grass,0);
mt.addImage(hero45,0);
mt.addImage(hero90,0);
mt.addImage(hero135,0);
mt.addImage(hero180,0);
mt.addImage(hero225,0);
mt.addImage(hero270,0);
try {
mt.waitForID(0);
} catch (InterruptedException ie) {
}
}
public void start() {
this.addKeyListener(this);
this.addMouseListener(this);
Thread th = new Thread(this);
th.start();
}
public void stop() {
}
public void destroy() {
}
public void run() {
// lower ThreadPriority
this.requestFocusInWindow();
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
while (true) {
if (downPressed && leftPressed) {
double y_decr,x_incr;
y_decr = Math.sqrt(Math.pow(speed,2)) / 1.5;
x_incr = Math.sqrt(Math.pow(speed,2)) / 1.5;
y_pos += y_decr;
x_pos -= x_incr;
} else if (downPressed && rightPressed) {
y_pos += Math.sqrt(Math.pow(speed,2)) / 1.5;
x_pos += Math.sqrt(Math.pow(speed,2)) / 1.5;
} else if (upPressed && rightPressed) {
y_pos -= Math.sqrt(Math.pow(speed,2)) / 1.5;
} else if (upPressed && leftPressed) {
y_pos -= Math.sqrt(Math.pow(speed,2)) / 1.5;
x_pos -= Math.sqrt(Math.pow(speed,2)) / 1.5;
} else {
// Hitting (right)
if (x_pos > this.getSize().width - radius) {
// x_speed = -x_speed;
}
if (leftPressed == true) {
x_pos -= speed * speedModifier;
}
if (rightPressed == true) {
x_pos += speed * speedModifier;
}
if (upPressed == true) {
y_pos -= speed * speedModifier;
}
if (downPressed == true) {
y_pos += speed * speedModifier;
}
}
// Hitting right
if (x_pos > this.getSize().width - 32) {
x_pos = this.getSize().width - 32;
} // Hitting left
if (x_pos < 0) {
x_pos = 0;
}
// } // Hitting top
if (y_pos < 0) {
y_pos = 0;
}
// Hitting bottom
if (y_pos > this.getSize().height - 32) {
y_pos = this.getSize().height - 32;
}
repaint();
try {
// Stop thread for 1 milliseconds
Thread.sleep(20);
} catch (InterruptedException ex) {
// do nothing
}
// set ThreadPriority to maximum value
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
}
}
public void paint(Graphics g) {
int layout = 0;
int coll = 0;
while (coll <= 440) {
drawRows(layout,grass,g,coll);
coll = coll + 32;
}
drawCollums(0,path,180);
g.drawImage(tree,50,40,this);
g.drawImage(tree,300,20,500,this);
int x_posI = (int) x_pos;
int y_posI = (int) y_pos;
if (downPressed && leftPressed) {
this.sprite = hero225;
} else if (downPressed && rightPressed) {
this.sprite = hero135;
} else if (upPressed && rightPressed) {
this.sprite = hero45;
} else if (upPressed && leftPressed) {
this.sprite = hero315;
} else if (leftPressed == true) {
this.sprite = hero270;
} else if (rightPressed == true) {
this.sprite = hero90;
} else if (upPressed == true) {
this.sprite = hero;
} else if (downPressed == true) {
this.sprite = hero180;
}
// this.sprite will contain value set on last \"movement\"
g.drawImage(this.sprite,x_posI,y_posI,this);
}
public void update(Graphics g) {
if (dbImage == null) {
dbImage = createImage(this.getSize().width,this.getSize().height);
dbg = dbImage.getGraphics();
}
dbg.setColor(getBackground());
dbg.fillRect(0,this.getSize().width,this.getSize().height);
dbg.setColor(getForeground());
paint(dbg);
g.drawImage(dbImage,this);
}
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
leftPressed = true;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
rightPressed = true;
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
upPressed = true;
}
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
downPressed = true;
}
}
@Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
leftPressed = false;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
rightPressed = false;
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
upPressed = false;
}
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
downPressed = false;
}
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void mouseClicked(MouseEvent e) {
System.out.println(\"HIT!\");
// TODO Auto-generated method stub
}
@Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
public void drawRows(int x,Image image,Graphics g,int coll) {
while (x <= appletsize_x) {
g.drawImage(image,x,coll,this);
x += 32;
}
}
public void drawCollums(int y,int coll) {
while (y <= appletsize_x) {
g.drawImage(image,y,this);
y += 32;
}
}
}
解决方法
好了,所有这些图像都应该放在一个数组中。并且它们应该包含文件名,以便您可以在一个不错的循环中加载它们。您有3页以上的复制和粘贴代码,这绝对是可怕的...如果您想更改它们加载的方式,该怎么办?
然后,
Math.sqrt(Math.pow(speed,2))
跳到我身上。那等于2英镑,大约是速度的1/200倍。
下一部分也特别有趣。我不会评论是否需要它(很可能不是,这是您的设计缺陷),但是..
// Stop thread for 1 milliseconds
Thread.sleep(20);
, 你应该问你的朋友他或她的意思。如果我猜到了,我会说您的Applet类正在做很多事情:动画循环;它是密钥处理程序;这是鼠标处理程序;这是用户界面。可以将这些对象分解为旨在一起工作的单独对象。
另一个改进可能是将四个...Pressed
标志转换为0到7之间的整数,代表八个可能的方向。例如:
0 1 2
7 3
6 5 4
(您可以根据需要分配方向编号。)然后,您可以使用方向编号索引到图像数组中。 (这与面向对象无关,但可以简化您的代码。)
, 我建议您阅读有关OOP的书籍和文章,在这种特殊情况下,您应该看一下MVC模式(维基百科中的MVC文章)。为了获得良好的OO概念,不应将事件(例如,ѭ6)与实际的“ graphics building”类放在同一个类中。
, 为您的应用程序构建一个新程序包,并将所有数据结构分组。为您的英雄创建一个类,为树木和草类创建一个类。了解他们如何共享属性并创建类层次结构,也许可以使用抽象类。
这些只是一些提示,在这里为您提供面向对象的课程可能会很长;)
但是,请遵循此曲目并阅读。
另外,您应该学习如何优雅地停止线程。
您可以为侦听器使用内部类,甚至可以使用MouseAdater。
问候,
斯特凡
, 您可能想研究该游戏,该游戏还可以使用键盘在网格上移动玩家。