这个 AffineTransform 旋转方法是如何工作的?
我一直在编写游戏只是为了提高 java 水平。我在让球员轮换正常工作方面遇到了很多麻烦。我的第一个方法使用了这个
g2.setTransform(AffineTransform.getRotateInstance(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2)));
,但是这导致所有图像随着玩家旋转,从而使射击和瞄准完全不起作用。 我正在研究并看到有人使用此代码来使他们成为玩家轮换。
Graphics2D g2 = (Graphics2D)g;
AffineTransform oldTransform = g2.getTransform();
AffineTransform newOne = (AffineTransform)(oldTransform.clone());
newOne.rotate(radAngle,x_pos + (img.getWidth() / 2),y_pos+ (img.getHeight() / 2));
g2.setTransform(newOne);
g2.drawImage(img, x_pos,y_pos,this);
repaint();
g2.setTransform(oldTransform);
这非常有效,而且我没有遇到以前遇到的相同问题。但我不知道为什么。
这是我的完整代码。上面的代码是paint方法的主体。
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.lang.Math.*;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import javax.imageio.ImageIO;
import java.io.*;
import java.net.URL;
import java.util.ArrayList;
public class Game extends Applet implements Runnable, KeyListener, MouseMotionListener, MouseListener
{
//pos variables keep track of the current position of the player
int x_pos = 250;
int y_pos = 250;
//speed variables keep track of the speed/how many pixels will be added to position during this iteration of the thread
float x_speed = 0;
float y_speed = 0;
int radius = 25;
//denotes the boundries of the applet
int appletsize_x = 800;
int appletsize_y = 600;
//the x and y variables mark whether a movement key is being pressed thats telling the object to move on
//on of those axes's
int x = 0;
int y = 0;
//variables that will indicate whether one of those keys are being depressed
int up = 0;
int down= 0;
int left = 0;
int right= 0;
int mouse_x;
int mouse_y;
int tracking_angle;
//getting some images.
private BufferedImage dbImage;
private BufferedImage test;
private Graphics dbg;
private Image curser;
BufferedImage img = null;
BufferedImage round = null;
double x_dist;
double y_dist;
//i dont use this AffineTransform, although ill leave it here just incase i decide to use it if i continue working
//on this independently.
AffineTransform at = new AffineTransform();
//the angle of the mouse to the player object.
double radAngle;
public void init()
{
try {
URL url = new URL(getCodeBase(), "UFO.png");
img = ImageIO.read(url);
} catch (IOException e) {System.out.println("Cant find player image");
}
try {
URL url = new URL(getCodeBase(), "round.png");
round = ImageIO.read(url);}
catch (IOException e) {System.out.println("round not loading");}
setBackground (Color.black);
setFocusable(true);
addKeyListener( this );
curser = getImage(getDocumentBase(), "mouse.png");
addMouseMotionListener(this);
addMouseListener(this);
try
//changing the curser to the crosshair image
{
Toolkit tk = Toolkit.getDefaultToolkit();
Cursor c = tk.createCustomCursor( curser,new Point( 5, 5 ), "Cross_Hair" );
setCursor( c );
}
catch( IndexOutOfBoundsException x )
{System.out.println("Cross_hair");}
}
public class Shot {
final double angle = radAngle;
double x_loc;
double y_loc;
double X;
double Y;
public Shot(){
x_loc += x_pos;
y_loc += y_pos;
X=Math.cos(radAngle)*5;
Y=Math.sin(radAngle)*5;
}
public void move(){
x_loc += X;
y_loc += Y;}
}
//start the thread
public void start ()
{
Thread th = new Thread (this);
th.start ();
}
public void stop()
{
}
public void destroy()
{
}
//cathces the mouseEvent when the mosue is moved.
public void mouseClicked(MouseEvent e){}
public void mousePressed(MouseEvent e){
Shot shoot = new Shot();
shots.add(shoot);}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseReleased(MouseEvent e){}
public void mouseMoved(MouseEvent e){
//get position of mouse
mouse_x = e.getX();
mouse_y = e.getY();
//get the distence from the player to the
//i calculate the actual angle of the mosue from the player object in radians
//this exists more just for debugging purposes since radians make no sense to me
tracking_angle = 90;
}
public void mouseDragged(MouseEvent e){
mouse_x = e.getX();
mouse_y = e.getY();
Shot shoot = new Shot();
shots.add(shoot);}
//this method sets the key variables to zero when the keys are released
public void keyReleased(KeyEvent r)
{
//Right
if (r.getKeyCode() == 68 ){
x = 0;
left = 0;
}
//Left
if (r.getKeyCode() == 65){
x = 0;
right = 0;
}
//Up
if (r.getKeyCode() == 87 ) {
//y_speed = 0;
down = 0;}
//Down
if (r.getKeyCode() == 83 ) {
//y_speed = 0;
up = 0;}
//move();
}
public void keyTyped(KeyEvent t){}
//changes the variables when a key is pressed so that the player object will move
public void keyPressed(KeyEvent r){
//right
if (r.getKeyCode() == 68 ){
left = 1;
}
//left
if (r.getKeyCode() == 65){
right = 1;}
//Down
if (r.getKeyCode() == 87 ) {
down = 1;}
//Up
if (r.getKeyCode() == 83) {
up = 1;}
//move();
}
//sorta like the body of the thread i think
public void run ()
{
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
while (true)
{
System.out.println(Math.tan(radAngle)/1);
x_dist = mouse_x - x_pos;
y_dist = mouse_y - y_pos;
radAngle = Math.atan2(y_dist , x_dist);
//if(tracking_angle < 0){
//tracking_angle = absT
if (left == 1 && x_speed < 11){
x = 0;
x_speed += 1;
}
//Right
if (right == 1 && x_speed > -11){
x = 0;
x_speed -= 1;
}
//Down
if (down == 1 && y_speed > -11) {
y_speed -= 1;}
//Up
if (up == 1 && y_speed < 11) {
y_speed += 1;}
if( x == 0 && x_speed > 0){
x_speed -=.2;}
if( x == 0 && x_speed < 0){
x_speed +=.2;}
if( y == 0 && y_speed > 0){
y_speed -=.2;}
if( y == 0 && y_speed < 0){
y_speed +=.2;}
if (x_pos > appletsize_x - radius && x_speed > 0)
{
x_pos = radius;
}
else if (x_pos < radius && x_speed < 0)
{
x_pos = appletsize_x + radius ;
}
if (y_pos > appletsize_y - radius && y_speed > 0){
y_speed = 0;}
else if ( y_pos < radius && y_speed < 0 ){
y_speed = 0;}
x_pos += (int)x_speed;
y_pos += (int)y_speed;
repaint();
try
{
//tells the thread to wait 15 milliseconds util it executes again.
Thread.sleep (15);
}
catch (InterruptedException ex)
{
}
Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
}
}
public void update (Graphics g)
{
if (dbImage == null)
{
dbImage = new BufferedImage(this.getSize().width, this.getSize().height, BufferedImage.TYPE_INT_RGB);
dbg = dbImage.getGraphics ();
}
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
dbg.setColor (getForeground());
paint (dbg);
shot_draw(dbg);
g.drawImage (dbImage, 0, 0, this);
}
ArrayList<Shot> shots = new ArrayList<Shot>();
double last_angle = 1000;
public void paint (Graphics g){
Graphics2D g2 = (Graphics2D)g;
AffineTransform oldTransform = g2.getTransform();
AffineTransform newOne = (AffineTransform)(oldTransform.clone());
newOne.rotate(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2));
g2.setTransform(newOne);
g2.drawImage(img, x_pos,y_pos,this);
repaint();
g2.setTransform(oldTransform);
// g2.setTransform(AffineTransform.getRotateInstance(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2)));
//g2.getTransform().setToIdentity();
}
public void shot_draw(Graphics g){
Graphics2D g2 = (Graphics2D)g;
// Shot shoot = new Shot();
// shots.add(shoot);
for(Shot i: shots){
g2.drawImage(round,(int)i.x_loc+40,(int)i.y_loc+40,this);
i.move();}
}}
Ive been programming a game just to become better at java. I had been having alot of trouble with getting the player rotation to work correctly. My first method used this
g2.setTransform(AffineTransform.getRotateInstance(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2)));
However this caused all images to rotate with the player thus making shooting and aiming completely disfunctional.
i was researching and saw someone use this code to make they're player rotate.
Graphics2D g2 = (Graphics2D)g;
AffineTransform oldTransform = g2.getTransform();
AffineTransform newOne = (AffineTransform)(oldTransform.clone());
newOne.rotate(radAngle,x_pos + (img.getWidth() / 2),y_pos+ (img.getHeight() / 2));
g2.setTransform(newOne);
g2.drawImage(img, x_pos,y_pos,this);
repaint();
g2.setTransform(oldTransform);
This works great and i dont have the same problems i had before. However i dont know why.
Heres my full code. The code above is for the body of the paint method.
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.lang.Math.*;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import javax.imageio.ImageIO;
import java.io.*;
import java.net.URL;
import java.util.ArrayList;
public class Game extends Applet implements Runnable, KeyListener, MouseMotionListener, MouseListener
{
//pos variables keep track of the current position of the player
int x_pos = 250;
int y_pos = 250;
//speed variables keep track of the speed/how many pixels will be added to position during this iteration of the thread
float x_speed = 0;
float y_speed = 0;
int radius = 25;
//denotes the boundries of the applet
int appletsize_x = 800;
int appletsize_y = 600;
//the x and y variables mark whether a movement key is being pressed thats telling the object to move on
//on of those axes's
int x = 0;
int y = 0;
//variables that will indicate whether one of those keys are being depressed
int up = 0;
int down= 0;
int left = 0;
int right= 0;
int mouse_x;
int mouse_y;
int tracking_angle;
//getting some images.
private BufferedImage dbImage;
private BufferedImage test;
private Graphics dbg;
private Image curser;
BufferedImage img = null;
BufferedImage round = null;
double x_dist;
double y_dist;
//i dont use this AffineTransform, although ill leave it here just incase i decide to use it if i continue working
//on this independently.
AffineTransform at = new AffineTransform();
//the angle of the mouse to the player object.
double radAngle;
public void init()
{
try {
URL url = new URL(getCodeBase(), "UFO.png");
img = ImageIO.read(url);
} catch (IOException e) {System.out.println("Cant find player image");
}
try {
URL url = new URL(getCodeBase(), "round.png");
round = ImageIO.read(url);}
catch (IOException e) {System.out.println("round not loading");}
setBackground (Color.black);
setFocusable(true);
addKeyListener( this );
curser = getImage(getDocumentBase(), "mouse.png");
addMouseMotionListener(this);
addMouseListener(this);
try
//changing the curser to the crosshair image
{
Toolkit tk = Toolkit.getDefaultToolkit();
Cursor c = tk.createCustomCursor( curser,new Point( 5, 5 ), "Cross_Hair" );
setCursor( c );
}
catch( IndexOutOfBoundsException x )
{System.out.println("Cross_hair");}
}
public class Shot {
final double angle = radAngle;
double x_loc;
double y_loc;
double X;
double Y;
public Shot(){
x_loc += x_pos;
y_loc += y_pos;
X=Math.cos(radAngle)*5;
Y=Math.sin(radAngle)*5;
}
public void move(){
x_loc += X;
y_loc += Y;}
}
//start the thread
public void start ()
{
Thread th = new Thread (this);
th.start ();
}
public void stop()
{
}
public void destroy()
{
}
//cathces the mouseEvent when the mosue is moved.
public void mouseClicked(MouseEvent e){}
public void mousePressed(MouseEvent e){
Shot shoot = new Shot();
shots.add(shoot);}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseReleased(MouseEvent e){}
public void mouseMoved(MouseEvent e){
//get position of mouse
mouse_x = e.getX();
mouse_y = e.getY();
//get the distence from the player to the
//i calculate the actual angle of the mosue from the player object in radians
//this exists more just for debugging purposes since radians make no sense to me
tracking_angle = 90;
}
public void mouseDragged(MouseEvent e){
mouse_x = e.getX();
mouse_y = e.getY();
Shot shoot = new Shot();
shots.add(shoot);}
//this method sets the key variables to zero when the keys are released
public void keyReleased(KeyEvent r)
{
//Right
if (r.getKeyCode() == 68 ){
x = 0;
left = 0;
}
//Left
if (r.getKeyCode() == 65){
x = 0;
right = 0;
}
//Up
if (r.getKeyCode() == 87 ) {
//y_speed = 0;
down = 0;}
//Down
if (r.getKeyCode() == 83 ) {
//y_speed = 0;
up = 0;}
//move();
}
public void keyTyped(KeyEvent t){}
//changes the variables when a key is pressed so that the player object will move
public void keyPressed(KeyEvent r){
//right
if (r.getKeyCode() == 68 ){
left = 1;
}
//left
if (r.getKeyCode() == 65){
right = 1;}
//Down
if (r.getKeyCode() == 87 ) {
down = 1;}
//Up
if (r.getKeyCode() == 83) {
up = 1;}
//move();
}
//sorta like the body of the thread i think
public void run ()
{
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
while (true)
{
System.out.println(Math.tan(radAngle)/1);
x_dist = mouse_x - x_pos;
y_dist = mouse_y - y_pos;
radAngle = Math.atan2(y_dist , x_dist);
//if(tracking_angle < 0){
//tracking_angle = absT
if (left == 1 && x_speed < 11){
x = 0;
x_speed += 1;
}
//Right
if (right == 1 && x_speed > -11){
x = 0;
x_speed -= 1;
}
//Down
if (down == 1 && y_speed > -11) {
y_speed -= 1;}
//Up
if (up == 1 && y_speed < 11) {
y_speed += 1;}
if( x == 0 && x_speed > 0){
x_speed -=.2;}
if( x == 0 && x_speed < 0){
x_speed +=.2;}
if( y == 0 && y_speed > 0){
y_speed -=.2;}
if( y == 0 && y_speed < 0){
y_speed +=.2;}
if (x_pos > appletsize_x - radius && x_speed > 0)
{
x_pos = radius;
}
else if (x_pos < radius && x_speed < 0)
{
x_pos = appletsize_x + radius ;
}
if (y_pos > appletsize_y - radius && y_speed > 0){
y_speed = 0;}
else if ( y_pos < radius && y_speed < 0 ){
y_speed = 0;}
x_pos += (int)x_speed;
y_pos += (int)y_speed;
repaint();
try
{
//tells the thread to wait 15 milliseconds util it executes again.
Thread.sleep (15);
}
catch (InterruptedException ex)
{
}
Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
}
}
public void update (Graphics g)
{
if (dbImage == null)
{
dbImage = new BufferedImage(this.getSize().width, this.getSize().height, BufferedImage.TYPE_INT_RGB);
dbg = dbImage.getGraphics ();
}
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
dbg.setColor (getForeground());
paint (dbg);
shot_draw(dbg);
g.drawImage (dbImage, 0, 0, this);
}
ArrayList<Shot> shots = new ArrayList<Shot>();
double last_angle = 1000;
public void paint (Graphics g){
Graphics2D g2 = (Graphics2D)g;
AffineTransform oldTransform = g2.getTransform();
AffineTransform newOne = (AffineTransform)(oldTransform.clone());
newOne.rotate(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2));
g2.setTransform(newOne);
g2.drawImage(img, x_pos,y_pos,this);
repaint();
g2.setTransform(oldTransform);
// g2.setTransform(AffineTransform.getRotateInstance(radAngle,x_pos + (img.getWidth() / 2),y_pos+(img.getHeight() / 2)));
//g2.getTransform().setToIdentity();
}
public void shot_draw(Graphics g){
Graphics2D g2 = (Graphics2D)g;
// Shot shoot = new Shot();
// shots.add(shoot);
for(Shot i: shots){
g2.drawImage(round,(int)i.x_loc+40,(int)i.y_loc+40,this);
i.move();}
}}
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评论(2)
这是有道理的,因为如果您不将 Graphics 对象的 AffineTransform 重置回其基线,它将使用新的变换来绘制包括所有图像在内的所有内容。但是,我不明白为什么您要在
paint
方法中调用repaint()
。你不应该这样做。This makes sense since if you don't reset the Graphics object's AffineTransform back to its baseline, it will use the new transform to draw everything including all images. I don't understand however why you have a call to
repaint()
from within yourpaint
method. You shouldn't do this.AffineTransform
对象通过调用setTransform
连接到Graphics2D
对象。连接后,变换会导致使用Graphics2D
对象绘制的每个对象都应用相同的变换(在本例中为旋转)进行绘制,直到分配新的AffineTransform
为止通过再次调用setTransform
到Graphics2D
对象。您发现的示例代码通过代码创建了旋转变换并将其连接到 Graphics2D (现在绘制的所有对象都将旋转,直到分配新的变换为止),然后绘制需要旋转绘制的一个对象(因此应用了新创建的旋转变换),然后恢复原始对象,非旋转变换为Graphics2D 对象通过:
这样,应用于后续对象的变换将是原始的非旋转变换。
The
AffineTransform
object is connected to theGraphics2D
object via the call tosetTransform
. Once connected, the transform causes every object drawn using theGraphics2D
object to be drawn with that same transform (in this case, rotation) applied to it until a newAffineTransform
is assigned to theGraphics2D
object via another call tosetTransform
. The sample code you found saved the old transform (which presumably encodes a normal, non-rotated state) viaThe code then created the rotation transform and connected it to the
Graphics2D
(now all objects drawn would be rotated until a new transform be assigned), then drew the one object that needed to be drawn rotated (which therefore had the newly-created rotation transform applied to it), and then restored the original, non-rotating transform to the Graphics2D object via:That way, the transform that would be applied to subsequent objects would be the original, non-rotating transform.