void draw() {
boolean onTheMoon = false;
drawGrid(); // Old overlay animation.
if ((mouseX > 50) && (mouseX < 150) && (mouseY > 50) && (mouseY < 150)) {
onTheMoon = true;
}
if (onTheMoon)
{
do
{
moonLanding(); // New overlay method
}
while ((mouseX > 800) && (mouseX < 1000) && (mouseY > 400) && (mouseY < 700)); //Coordinates for new location on overlay
}
rocketShip(); // Calling my rocketship method. Rocket made of shapes using mouseX and mouseY
}
大家好,一旦 mouseX 和 mouseY 坐标与上面代码中顶部 if 语句的条件匹配,我正在尝试保持覆盖层运行。我现在面临的问题是,当mouseX和mouseY离开旧覆盖出现的区域时,它会破坏动画。我正在测试不同的方法,但没有任何效果。有人有什么建议吗?
根据您上面的评论,它听起来像是一个if
条件将完成这项工作,并且不需要do/while
循环。
您有这样一个布尔表达式:< code>(mouseX
您希望< code>moonLanding()仅在这种情况下才被调用(< code >!)符合:
void draw() {
boolean onTheMoon = false;
drawGrid(); // Old overlay animation.
if ((mouseX > 50) && (mouseX < 150) && (mouseY > 50) && (mouseY < 150)) {
onTheMoon = true;
}
if (onTheMoon)
{
if (!((mouseX > 800) && (mouseX < 1000) && (mouseY > 400) && (mouseY < 700))){
moonLanding(); // New overlay method
}
rocketShip(); // Calling my rocketship method. Rocket made of shapes using mouseX and mouseY
}
这相当于:
if (((mouseX > 800) && (mouseX < 1000) && (mouseY > 400) && (mouseY < 700)) == false){
moonLanding(); // New overlay method
}
如果你的程序需要更多的鼠标/边界条件,我有一个建议是将这些条件封装在一个可重用的函数中。
例如:
void draw() {
boolean onTheMoon = false;
drawGrid(); // Old overlay animation.
if (isMouseOverTopLeft()) {
onTheMoon = true;
}
if (onTheMoon)
{
if (!isMouseOverBottomRight()){
moonLanding(); // New overlay method
}
rocketShip(); // Calling my rocketship method. Rocket made of shapes using mouseX and mouseY
}
boolean isMouseOverTopLeft(){
return isMouseOverRect(50, 50, 150, 150);
}
boolean isMouseOverBottomRight(){
return isMouseOverRect(800, 400, 1000, 700);
}
boolean isMouseOverRect(float x1, float y1, float x2, float y2){
return (mouseX >= x1 && mouseX <= x2) && (mouseY >= y1 && mouseY <= y2);
}
我可以很容易地看到许多isOverX方法变得很荒谬,但到那时你可以开始存储,创建一个数据结构来保存边界、边界列表等。