[英]Collision detection between rectangles libgdx
In my top down game how can I make my player collide when he pass through the baby crib? 在我的自上而下的游戏中,当我的玩家穿过婴儿床时,我该如何使其发生碰撞? I'm using intersectRectangles . 我正在使用intersectRectangles。
Here is my code 这是我的代码
Rectangle player = new Rectangle();
Rectangle babycrib = new Rectangle();
Rectangle intersection = new Rectangle();
// Load the sprite sheet as a texture
cat = new Texture(Gdx.files.internal("spriteCatsheet.png"));
catsprite = new Sprite(cat);
player = new Rectangle();
player.x = Gdx.graphics.getWidth() - player.width - 350;
baby = new Texture(Gdx.files.internal("baby.png"));
sprite_baby = new Sprite(baby);
babycrib = new Rectangle();
sprite_baby.setPosition(180,4000);
Update Method 更新方式
public void update(){
deltaTime = Gdx.graphics.getDeltaTime();
camera.update();
}
In render method 在渲染方法中
// check collision
Intersector.intersectRectangles(player, babycrib, intersection);
if(intersection.x > player.x)
//Intersects with right side
if(intersection.y > player.y)
//Intersects with top side
if(intersection.x + intersection.width < player.x + player.width)
//Intersects with left side
if(intersection.y + intersection.height < player.y + player.height)
//Intersects with bottom side
Intersector.overlaps(player,babycrib);
Here is the full code 这是完整的代码
public class GameScreen implements Screen ,InputProcessor {
final MyGdxGame game;
// Constant rows and columns of the sprite sheet
private static final int FRAME_COLS = 8, FRAME_ROWS = 4;
private boolean peripheralAvailable;
// Objects used
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
Texture left_paw,right_paw;
Texture baby,cat;
SpriteBatch spriteBatch;
Sprite catsprite,sprite_baby;
ImageButton moveBackward,moveForward;
Viewport viewport;
private Stage stage;
private static float fade;
// A variable for tracking elapsed time for the animation
float stateTime;
private TextureRegion myTextureRegion;
TextureRegion textureRegion;
private TextureRegionDrawable myTexRegionDrawable;
OrthographicCamera camera;
Rectangle player = new Rectangle();
Rectangle babycrib = new Rectangle();
Rectangle intersection = new Rectangle();
float deltaTime;
int progressKnobX = 18;
Float fadeTime = 1f;
public GameScreen(final MyGdxGame game) {
this.game = game;
stage = new Stage(new StretchViewport( 720, 1280));
camera = new OrthographicCamera(1280 ,720);
Gdx.input.setCatchBackKey(true);
camera.update();
Gdx.graphics.setContinuousRendering(true);
Gdx.graphics.requestRendering();
camera.setToOrtho(false, 720, 1280);
Gdx.input.setInputProcessor(stage);
spriteBatch = new SpriteBatch();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.input.setInputProcessor( this);
peripheralAvailable = Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer);
viewport = new ScreenViewport();
baby = new Texture(Gdx.files.internal("equip/baby.png"));
sprite_baby = new Sprite(baby);
babycrib = new Rectangle();
sprite_baby.setPosition(180,4000);
// Load the sprite sheet as a texture
cat = new Texture(Gdx.files.internal("spriteCatsheet.png"));
catsprite = new Sprite(cat);
player = new Rectangle();
player.x = Gdx.graphics.getWidth() - player.width - 350; //250; //550 // 410
// Use the split utility method to create a 2D array of TextureRegions. This is
// possible because this sprite sheet contains frames of equal size and they are
// all aligned.
TextureRegion[][] tmp = TextureRegion.split(cat, cat.getWidth() / FRAME_COLS , cat.getHeight()/ FRAME_ROWS);
// Place the regions into a 1D array in the correct order, starting from the top
// left, going across first. The Animation constructor requires a 1D array.
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
// Initialize the Animation with the frame interval and array of frames
walkAnimation = new Animation<TextureRegion>(0.099f, walkFrames);
// Instantiate a SpriteBatch for drawing and reset the elapsed animation
// time to 0
spriteBatch = new SpriteBatch();
stateTime = 0f;
//left_control
left_paw = new Texture(Gdx.files.internal("left_paw.png"));
myTextureRegion = new TextureRegion(left_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
moveBackward = new ImageButton(myTexRegionDrawable); //Set the button up
moveBackward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("left_paw.png"))));
//the hover
moveBackward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("left_paw_hover.png"))));
moveBackward.setPosition(10,25);
stage.addActor(moveBackward); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
moveBackward.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Left Button Pressed");
//Start Animation
progressKnobX = progressKnobX - 4;
Gdx.graphics.setContinuousRendering(true);
motionState=MotionState.NONE;
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
System.out.print("Released");
Gdx.graphics.setContinuousRendering(false);
motionState=MotionState.DOWN;
return true;
}
});
stage.addActor(moveBackward);
//right_control
right_paw = new Texture(Gdx.files.internal("right_paw.png"));
myTextureRegion = new TextureRegion(right_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
moveForward = new ImageButton(myTexRegionDrawable); //Set the button up
moveForward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw.png"))));
//the hover
moveForward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw-hover.png"))));
moveForward.setPosition(517,25);
stage.addActor(moveForward); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
moveForward.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Right Button Pressed");
progressKnobX = progressKnobX + 4;
motionState=MotionState.NONE;
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
motionState=MotionState.UP;
return true;
}
});
stage.addActor(moveForward);
}
public enum State
{
PAUSE,
RUN,
RESUME,
STOPPED
}
private State state = State.RUN;
MotionState motionState=MotionState.NONE;
enum MotionState {
NONE {
@Override
public boolean update(Rectangle player) {
return true;
}
},
UP {
@Override
public boolean update(Rectangle player) {
player.y += 300 * Gdx.graphics.getDeltaTime();
return false;
}
},
DOWN{
@Override
public boolean update(Rectangle player) {
player.y -= 300 * Gdx.graphics.getDeltaTime();
return false;
}
},
LEFT{
@Override
public boolean update(Rectangle player) {
player.x -= 100 * Gdx.graphics.getDeltaTime();
return false;
}
},
RIGHT{
@Override
public boolean update(Rectangle player) {
player.x += 100 * Gdx.graphics.getDeltaTime();
return false;
}
};
public abstract boolean update(Rectangle player);
}
@Override
public void show() {
}
public void update(){
deltaTime = Gdx.graphics.getDeltaTime();
camera.position.x += 10;
camera.position.y += 10;
camera.update();
}
@Override
public void render(float delta) {
// clear previous frame
Gdx.gl.glClearColor(0.294f, 0.294f, 0.294f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
camera.update();
update();
spriteBatch.begin();
stateTime += Gdx.graphics.getDeltaTime();
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
camera.position.x = player.getX() + 100; //190
camera.position.y = player.getY() + 180;
camera.position.x = 350;
update();
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.draw(currentFrame,player.x, player.y);
sprite_baby.draw(spriteBatch);
if(Gdx.input.isKeyPressed(Input.Keys.DOWN)) motionState = MotionState.DOWN;
if(Gdx.input.isKeyPressed(Input.Keys.UP)) motionState=MotionState.UP;
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)) motionState=MotionState.LEFT;
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)) motionState=MotionState.RIGHT;
if(motionState.update(player)) motionState=MotionState.NONE;
// check collision
Intersector.intersectRectangles(player, babycrib, intersection);
if(intersection.x > player.x)
//Intersects with right side
if(intersection.y > player.y)
//Intersects with top side
if(intersection.x + intersection.width < player.x + player.width)
//Intersects with left side
if(intersection.y + intersection.height < player.y + player.height)
//Intersects with bottom side
Intersector.overlaps(player,babycrib);
//Intersects with bottom side
if(!player.overlaps(babycrib)){
Gdx.app.log("babycrib overlaps", "yes");
}
//Mobile acceleration
if (Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer)) {
player.x -= Gdx.input.getAccelerometerX();
}
if (player.x < 0) {
player.x = 0;
player.x += Gdx.graphics.getDeltaTime() *20 *delta;
}
if (player.x > Gdx.graphics.getWidth()-player.getWidth() -150) {
player.x = Gdx.graphics.getWidth()-player.getWidth() -150;
}
if(this.state==State.RESUME) {
switch (state) {
case RUN:
//do suff here
break;
case PAUSE:
break;
case RESUME:
break;
default:
break;
}
}
spriteBatch.end();
stage.act(); //acting a stage to calculate positions of actors etc
stage.draw(); //drawing it to render all
}
@Override
public void resize(int width, int height) {
viewport.update(width, height);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
camera.update();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public boolean keyDown(int keycode) {
return false;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
@Override
public void hide() {
}
@Override
public void dispose() { // SpriteBatches and Textures must always be disposed
}
}
Can anyone till me what is the correct implementation of rectangle collision detection there's no overlap happen , I'm new to this framework. 任何人都可以直到我知道矩形冲突检测的正确实现是什么,而不会发生重叠,我是这个框架的新手。 Thank's and advance :) 谢谢和提前:)
You can use player.contains(babycrib)
for regular collision detection. 您可以使用player.contains(babycrib)
进行常规碰撞检测。 You could also use Intersector
for this but this also calculates the area of overlap occurring. 您也可以为此使用Intersector
,但这也可以计算发生重叠的区域。
if (Intersector.intersectRectangles(player, babycrib, intersection))
{
//player and babycrib are intersecting...
if (intersection.contains(babyRoom))
{
//Collision happened in baby room.
}
}
Your code is somehow messy, may be because you're new for this Framework so I can't say exactly what's going wrong. 您的代码有些混乱,可能是因为您是此框架的新手,所以我无法确切地说出问题所在。
But at the point of collision detection , It's seems that you're only updating position of player
rectangle that having zero width and height. 但是在碰撞检测时 ,似乎您只是在更新宽度和高度为零的player
矩形的位置。 Also not changing position of babycrib
rectangle that having zero size too. 同样也没有改变大小为零的babycrib
矩形的位置。
You're using : 您正在使用:
babycrib
Rectangle
<-----FOR-------> sprite_baby
Sprite
babycrib
Rectangle
<----- FOR -------> sprite_baby
Sprite
player
Rectangle
<-----FOR-----> catsprite
Sprite
player
Rectangle
<----- FOR -----> catsprite
Sprite
Don't create new Rectangle
for Sprite
, Sprite
having own bounds
data member of type Rectangle
so use bounds instead of new Rectangle. 不要为Sprite
创建新的Rectangle
, Sprite
具有自己的Rectangle
类型的bounds
数据成员,因此请使用bounds而不是new Rectangle。
Whenever you want to access sprite_baby
rectangle use sprite_baby.getBoundingRectangle()
and when you want to catsprite
's rectangle use catsprite.getBoundingRectangle()
. 每当您要访问sprite_baby
矩形时,请使用sprite_baby.getBoundingRectangle()
而当您要获取catsprite
的矩形时,请使用catsprite.getBoundingRectangle()
。
If you don't want to change more in your code, Keep reference of Sprite
's rectangle to your Rectangle
variable like, 如果您不想在代码中进行更多更改,请保留Sprite
矩形对Rectangle
变量的引用,例如,
sprite_baby = new Sprite(baby);
babycrib = sprite_baby.getBoundingRectangle();
And 和
catsprite = new Sprite(cat);
player = catsprite.getBoundingRectangle();
Set width and height of your rectangles, for example: 设置矩形的宽度和高度,例如:
player = new Rectangle();
player.setWidth( catsprite.getWidth() );
player.setHeight( catsprite.getHeight() );
babycrib = new Rectangle();
babycrib.setWidth( babysprite.getWidth() );
babycrib.setHeight( babysprite.getHeight() );
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