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java彈球源代碼 三維彈球源代碼

JAVA如何實(shí)現(xiàn)小球的彈性碰撞

我沒用java寫過代碼,所以我只說算法,代碼你自己翻譯下

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按C的語(yǔ)法來:

void xiaoqiu

{

int UB=10,DB=200,LB=10,RB=200; //定義彈球范圍的邊界

int sh=1; //定義橫向步長(zhǎng)

int sz=1; //定義縱向步長(zhǎng)(兩步長(zhǎng)之比決定了反彈的角度)

int x=LB,y=UB; //定義坐標(biāo)

int i=10000; //循環(huán)次數(shù)(自己選擇跳出手段)

while(i0)

{

i--;

x=x+sh;

if(x=RB||x=LB) sh=-sh; //碰壁后步長(zhǎng)變反

y=y+sz;

if(y=DB||y=UB) sz=-sz; //碰壁后步長(zhǎng)變反

(顯示代碼)

}

return;

}

總得來說,就是相當(dāng)于橫向和縱向分別處理移動(dòng)、反彈的問題,碰壁后步長(zhǎng)變?yōu)橄喾磾?shù)

不懂請(qǐng)追問

老師給的任務(wù),不會(huì)寫,馬上就要交了,求救,求java代碼#(淚) #(淚) 彈球游戲,1,圖形用戶

這個(gè)問題主要的幾點(diǎn)就是:移動(dòng)與邊界判斷,小球與木板移動(dòng),這個(gè)通過修改座標(biāo)來實(shí)現(xiàn),邊界判斷,這個(gè)也通過座標(biāo)值判斷;移動(dòng)的板跟隨鼠標(biāo)移動(dòng),通過MouseMotionListener監(jiān)聽鼠標(biāo)移動(dòng),再修改木板座標(biāo)實(shí)現(xiàn);小球移動(dòng),設(shè)置2個(gè)方向,水平與垂直,0,座標(biāo)值增加(向右或向下移動(dòng)),0座標(biāo)減?。ㄏ蛏匣蛳蜃笠苿?dòng)),到達(dá)邊界后,修改方向值,使其向反方向移動(dòng)。

因?yàn)?,有大神先貼了代碼,就不獻(xiàn)丑了。如果需要代碼,可以追問我。

java彈球游戲

import java.awt.Color;

import java.awt.Dimension;

import java.awt.Graphics;

import java.awt.Graphics2D;

import java.awt.RenderingHints;

import java.awt.event.MouseEvent;

import java.awt.event.MouseMotionListener;

import java.awt.image.BufferedImage;

import javax.swing.JFrame;

import javax.swing.JPanel;

public class CopyOfBallCrash implements Runnable {

public static void main(final String[] args) {

new Thread(new CopyOfBallCrash()).start();

}

private final int ? ? ? ? ? width ? ? = 400;

private final int ? ? ? ? ? height ? ?= 700;

private int ? ? ? ? ? ? ? ? mouse_X, mouse_Y;

private final BufferedImage offscreen = new BufferedImage(width, height,

? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?BufferedImage.TYPE_4BYTE_ABGR);

private final JPanel ? ? ? ?panel ? ? = new JPanel();

private final Shape ? ? ? ? ball ? ? ?= new Shape(100, 100, 1, 1, 20);

private final Shape ? ? ? ? rect ? ? ?= new Shape(0, 100, 20);

public CopyOfBallCrash() {

final JFrame frame = new JFrame();

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

panel.setPreferredSize(new Dimension(width, height));

ball.setBounds(width, height);

rect.setBounds(width, height);

frame.setContentPane(panel);

panel.addMouseMotionListener(new MouseMotionListener() {

@Override

public void mouseDragged(final MouseEvent e) {}

@Override

public void mouseMoved(final MouseEvent e) {

mouse_X = e.getX();

mouse_Y = e.getY();

}

});

frame.pack();

frame.setVisible(true);

}

public void paint(final Graphics g) {

final Graphics2D g2d = offscreen.createGraphics();

g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,

RenderingHints.VALUE_ANTIALIAS_ON);

g2d.fillRect(0, 0, width, height);

g2d.setColor(Color.blue);

rect.drawRect(g2d, mouse_X);

g2d.setColor(Color.red);

ball.drawOval(g2d, rect);

if (Shape.isLose) g2d.drawString("你輸了!!!", 100, 300);

g2d.dispose();

g.drawImage(offscreen, 0, 0, null);

}

@Override

public void run() {

while (true)

paint(panel.getGraphics());

}

}

class Shape {

public int ? ? ? ? ? ?width, height;

public int ? ? ? ? ? ?x, y, vx, vy, r, w, h;

public static boolean isLose;

public Shape(final int x, final int y, final int vx, final int vy, final int r) {

super();

this.x = x;

this.y = y;

this.vx = vx;

this.vy = vy;

this.r = r;

}

public Shape(final int x, final int w, final int h) {

super();

this.x = x;

this.w = w;

this.h = h;

}

public final void setBounds(final int width, final int height) {

this.width = width;

this.height = height;

}

public final void drawOval(final Graphics2D g2d, final Shape shape) {

if (y + h = height) {

isLose = true;

return;

}

if (x + vx = 0 || x + vx + w = width) vx = -vx;

if (y + vy = 0) vy = -vy;

if (isCrashOutside(shape.x, shape.y, shape.w, shape.h) y + w = shape.y)

vy = -vy;

x += vx;

y += vy;

g2d.fillOval(x, y, r, r);

}

public final void drawRect(final Graphics2D g2d, final int mouseX) {

y = height - h;

if (x + w width x mouseX) x++;

if (x 0 x mouseX) x--;

g2d.fillRect(x, y, w, h);

}

public final boolean isCrashOutside(final int x, final int y, final int w,

final int h) {

return (this.x x ? this.x = w + x : x = r + this.x)

(this.y y ? this.y = h + y : y = r + this.y);

}

}


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