[英]Tile Rectangle Collisions
我有一张1280 x 1280像素的地图。 我正在屏幕上绘制32 x 32像素的图块。 我还给每个图块一个32 x 32像素的矩形。 每个磁贴都有一个布尔值,告诉我是否被阻塞。 我的精灵有一个32 x 32像素的矩形。
当精灵和图块相交时,图块的最左上像素是唯一与精灵矩形接触的像素。
我尝试不加修饰地扩大矩形。
Core.playerOneSpriteRectangle = new Rectangle((int)Core.playerOneSprite.Position.X, (int)Core.playerOneSprite.Position.Y, Engine.TileWidth, Engine.TileHeight);
#region Player One Controls
// Player One Controls
Tile tile;
Rectangle destination = new Rectangle(0, 0, Engine.TileWidth, Engine.TileHeight);
if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed))
{
Core.playerOneSprite.CurrentAnimation = AnimationKey.Up;
foreach (var layer in tileMapLayers)
{
for (var y = 0; y < layer.Height; y++)
{
destination.Y = y * Engine.TileHeight;
for (var x = 0; x < layer.Width; x++)
{
tile = layer.GetTile(x, y);
destination.X = x * Engine.TileWidth;
// Check Collision With Tiles
if (Core.playerOneSpriteRectangle.Intersects(destination) && tile.TileBlocked)
{
playerOneMotion.Y = destination.Bottom;
//Console.WriteLine("Intersected with" + destination + tile.TileBlocked);
}
else if (Core.playerOneSpriteRectangle.Intersects(destination) && tile.TileBlocked == false)
{
playerOneMotion.Y = -1f;
}
}
}
}
}
我正在尝试为每个图块创建矩形,以使我的子画面不会遍历它们。
这是我在修改建议后当前拥有的代码。
Tile tile;
Point playertile = new Point((int)Core.playerOneSprite.Position.X / Engine.TileWidth, (int)Core.playerOneSprite.Position.Y / Engine.TileHeight);
if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed))
{
Core.playerOneSprite.CurrentAnimation = AnimationKey.Up;
foreach (var layer in GraelenAreaOne.graelenAreaOneSplatterTileMapLayers)
{
tile = layer.GetTile(playertile.X, playertile.Y - 1);
// Check Collision With Tiles
if (tile.TileBlocked)
{
playerOneMotion.Y = 0;
//Console.WriteLine("Intersected with" + destination + tile.TileBlocked);
}
else
{
playerOneMotion.Y = -1;
}
}
}
我现在可以与图块碰撞,但是我的精灵矩形未正确相交。 Sprite纹理的0,0位置在最左上角,并且只有1x1像素。 设置为32x32时,为什么矩形不包含整个纹理?
您只需要检查要转到的图块是否可行走 ,而不必麻烦自己使用矩形。
一些伪代码:
// Convert pixel coordinates to tile coords
Point playerTile = new Point(player.X / tileWidth, player.Y / tileHeight);
Point targetTile = new Point(target.X / tileWidth, target.Y / tileHeight);
// Take a decision
if(Direction == Up)
var tile = layer.GetTile(playerTile.X, playerTile.Y - 1);
if(tile == walkable)
// Move to your tile
else
...
另外,这是我前一段时间编写的一些代码,可能仅通过绘制可见的内容来使您感兴趣,以优化关卡的绘制。
https://gamedev.stackexchange.com/questions/29121/organize-a-game-set/29930#29930
注意: https : //gamedev.stackexchange.com/绝对是解决此类问题的好地方。
编辑
这是一个对我有用的简单示例:
请注意,当玩家无法移动到图块时,我会返回 。
瓷砖:0是可步行的,1是墙壁,2是玩家
using System;
using System.Linq;
using System.Windows;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
using Point = Microsoft.Xna.Framework.Point;
namespace SlXnaApp1
{
public partial class GamePage : PhoneApplicationPage
{
private readonly GameTimer _timer;
private int[] _levels;
private Point _player;
private Texture2D _t1;
private Texture2D _t2;
private Texture2D _t3;
private Texture2D[] _textures;
private ContentManager _contentManager;
private SpriteBatch _spriteBatch;
public GamePage()
{
InitializeComponent();
// Get the content manager from the application
_contentManager = (Application.Current as App).Content;
// Create a timer for this page
_timer = new GameTimer();
_timer.UpdateInterval = TimeSpan.FromTicks(333333);
_timer.Update += OnUpdate;
_timer.Draw += OnDraw;
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
// Set the sharing mode of the graphics device to turn on XNA rendering
var graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice;
graphicsDevice.SetSharingMode(true);
// Create a new SpriteBatch, which can be used to draw textures.
_spriteBatch = new SpriteBatch(graphicsDevice);
// TODO: use this.content to load your game content here
_t1 = new Texture2D(graphicsDevice, 32, 32);
_t1.SetData(Enumerable.Repeat(Color.Red, 32*32).ToArray());
_t2 = new Texture2D(graphicsDevice, 32, 32);
_t2.SetData(Enumerable.Repeat(Color.Green, 32*32).ToArray());
_t3 = new Texture2D(graphicsDevice, 32, 32);
_t3.SetData(Enumerable.Repeat(Color.Blue, 32*32).ToArray());
_textures = new[] {_t1, _t2, _t3};
_levels = new int[4*4]
{
2, 0, 0, 0,
0, 0, 1, 0,
1, 1, 1, 0,
0, 0, 0, 1,
};
_player = new Point();
TouchPanel.EnabledGestures = GestureType.Flick;
// Start the timer
_timer.Start();
base.OnNavigatedTo(e);
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
// Stop the timer
_timer.Stop();
// Set the sharing mode of the graphics device to turn off XNA rendering
SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false);
base.OnNavigatedFrom(e);
}
/// <summary>
/// Allows the page to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
private void OnUpdate(object sender, GameTimerEventArgs e)
{
Vector2 vector = new Vector2();
while (TouchPanel.IsGestureAvailable)
{
var gestureSample = TouchPanel.ReadGesture();
var vector2 = gestureSample.Delta;
vector2.Normalize();
vector = new Vector2((float) Math.Round(vector2.X), (float) Math.Round(vector2.Y));
}
Direction direction = new Direction();
if (vector.X > 0) direction = Direction.Right;
else if (vector.X < 0) direction = Direction.Left;
else if (vector.Y < 0) direction = Direction.Up;
else if (vector.Y > 0) direction = Direction.Down;
Point newPos = new Point();
switch (direction)
{
case Direction.None:
return;
case Direction.Up:
if (GetTile(_player.X, _player.Y - 1) == 0)
newPos = new Point(_player.X, _player.Y - 1);
else return;
break;
case Direction.Down:
if (GetTile(_player.X, _player.Y + 1) == 0)
newPos = new Point(_player.X, _player.Y + 1);
else return;
break;
case Direction.Left:
if (GetTile(_player.X - 1, _player.Y) == 0)
newPos = new Point(_player.X - 1, _player.Y);
else return;
break;
case Direction.Right:
if (GetTile(_player.X + 1, _player.Y) == 0)
newPos = new Point(_player.X + 1, _player.Y);
else return;
break;
default:
throw new ArgumentOutOfRangeException();
}
SetTile(_player.X, _player.Y, 0);
SetTile(newPos.X, newPos.Y, 2);
_player = newPos;
}
private int GetTile(int x, int y)
{
return _levels[y*4 + x];
}
private void SetTile(int x, int y, int value)
{
_levels[y*4 + x] = value;
}
/// <summary>
/// Allows the page to draw itself.
/// </summary>
private void OnDraw(object sender, GameTimerEventArgs e)
{
SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue);
_spriteBatch.Begin();
for (int i = 0; i < _levels.Length; i++)
{
var tile = _levels[i];
Point point = new Point(i%4, i/4);
var texture2D = _textures[tile];
_spriteBatch.Draw(texture2D, Vector2.Multiply(new Vector2(point.X, point.Y), 32), Color.White);
}
_spriteBatch.End();
}
private enum Direction
{
None,
Up,
Down,
Left,
Right
}
}
}
同样,由于我将级别构建为一维数组的方式,因此,例如在x = 3,y = 0时,图块会向下移动并向右移动; 这完全是意料之外的,但是很正常,因为我不检查范围。 为了简单起见,您希望将级别保持为二维数组。
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