走路和射击不对角线工作

Hy,我有一个问题来管理输入游戏

我将在8个方向上执行所有8个动作+拍摄,现在我可以沿8个方向移动,在8个方向上拍摄但静止,并在北部,南部,东部,西部和东北部移动并拍摄。

我有5个易变的布尔值(问题没有变化没有易失性)

private volatile boolean north;
private volatile boolean east;
private volatile boolean south;
private volatile boolean west;
private volatile boolean shoot;

当使用键绑定按下箭头键时设置为true,否则设置为false

    private void setKeyBindings() {

    InputMap inMap = getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
    ActionMap actMap = getActionMap();


         inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "UP" + "pressed");
         inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "UP" + "released");

        actMap.put( "UP" + "pressed", new AbstractAction() {

        private static final long serialVersionUID = 1L;

        @Override
        public void actionPerformed(ActionEvent e) {
            //directionMap.put(direction, true);
            north=true;
        }

    });
    actMap.put("UP" + "released", new AbstractAction() {

        private static final long serialVersionUID = 1L;

        @Override
        public void actionPerformed(ActionEvent e) {
            //directionMap.put(direction, false);
            north=false;
        }
    });


     inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "DOWN" + "pressed");
     inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "DOWN" + "released");

    actMap.put( "DOWN" + "pressed", new AbstractAction() {

   private static final long serialVersionUID = 1L;

   @Override
   public void actionPerformed(ActionEvent e) {
       //directionMap.put(direction, true);
    south=true;
   }

});
actMap.put("DOWN" + "released", new AbstractAction() {

   private static final long serialVersionUID = 1L;

   @Override
   public void actionPerformed(ActionEvent e) {
       //directionMap.put(direction, false);
    south=false;
   }
});

inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "LEFT" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), "LEFT" + "released");

actMap.put( "LEFT" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
   //directionMap.put(direction, true);
    west=true;
}

});
actMap.put("LEFT" + "released", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
   //directionMap.put(direction, false);
    west=false;
}
});

inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "RIGHT" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "RIGHT" + "released");

actMap.put( "RIGHT" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, true);
    east=true;
}

});
actMap.put("RIGHT" + "released", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, false);
    east=false;
}
});



inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, false), "SPACE" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, true), "SPACE" + "released");

actMap.put( "SPACE" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, true);
    shoot=true;
}

});
actMap.put("SPACE" + "released", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, false);
    shoot=false;
}
});




inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_X, 0, false), "SUCCESSIVA" + "pressed");

actMap.put( "SUCCESSIVA" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
 //directionMap.put(direction, true);
    mondo.player.selectArmaSuccessiva();
}

});



inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_Z, 0, false), "PRECEDENTE" + "pressed");

actMap.put( "PRECEDENTE" + "pressed", new AbstractAction() {

private static final long serialVersionUID = 1L;

@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
        mondo.player.selectArmaPrecedente();
}

});

}

在线程中控制布尔变量以实现对角线运动

            if(shoot){
            System.out.println("SHOOT");
            if(mondo.player.selectArm!=-1)
            mondo.proiettili.add(mondo.player.spara());
        }
        if(north && west && !south && !east){
            System.out.println("NORD OVEST");
            mondo.player.direction=(PuntiCardinali.NORTH_WEST);

        }
        if(north && east && !south && !west){
            System.out.println("NORD EST");
            mondo.player.direction=(PuntiCardinali.NORTH_EAST);


        }

        if(south && east && !north && !west){
            System.out.println("SUD EST");
            mondo.player.direction=(PuntiCardinali.SOUTH_EAST);

        }
        if(south && west && !north && !east){
            System.out.println("SUD OVEST");
            mondo.player.direction=(PuntiCardinali.SOUTH_WEST);

        }
        if(north && !west && !east && !south){
            System.out.println("NORD");
            mondo.player.direction=(PuntiCardinali.NORTH);

        }
        if(south && !west && !east && !north){
            System.out.println("SUD ");
            mondo.player.direction=(PuntiCardinali.SOUTH);

        }
        if(east && !north && !south && !west){
            System.out.println("EST");
            mondo.player.direction=(PuntiCardinali.EAST);

            }
        if(west && !north && !south && !east){
            System.out.println("OVEST");
            mondo.player.direction=(PuntiCardinali.WEST);
        }
        if(!north && !south && !east && !west)
            mondo.player.direction=(PuntiCardinali.STOP);

当我只移动它时表现很好,但是当我拍摄它时,它只能在北部,南部,东部,西部和东北部使用。 为什么只有东北? 如果我停止朝向任何对角线的球员并射击它,那就好像我移动对角线射门变成虚假

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