[英]How can I fix my crash method/collision detection between my player and other objects?
目前,我正在制作一个 2d java 游戏,其中包括屏幕顶部的坦克从下方拍摄迎面而来的汽车,我制作了碰撞方法和碰撞检测,确定当坦克碰撞或进入半径时停止游戏的汽车。 但是,有时它会提前工作,有时会延迟,有时则不会。 我的问题是如何修复它,以便当坦克进入汽车半径时,它会使用不包括向量的简单代码停止游戏。
以下是我的课程和代码。 我在处理中使用 Java。
PImage bg; //loads bakground
PFont f; //loads font
Car[] cars = new Car[3];
//Bullet[] bullets = new Bullet[100];
int x = 0;
int y = 0;
int game = 0;
int running = 0;
int over = 1;
int score = 0;
int move = 20;
int cX, cY;
//int carRadius = 20;
Tank tank;
void setup()
{
size(500,1000);
textSize(40);
bg = loadImage("bg.jpeg"); //loads background
bg.resize(width,height); //the background will fill the height and width of the screen size
tank = new Tank(tankX, tankY, 3, 2); //X pos, Y pos, speedY
for (int i=0; i<cars.length; i++)
{
int cX = (int)random(width-100); //car xpos
int cY = (int)random(900); //car ypos
int speedY = 3; //car speedY
cars[i] = new Car(cX, cY, speedY);
}
cars[0] = new Car((int)random(5, width-100), (int)random(5, height), 2); //X pos, Y pos, speedY
cars[1] = new Car((int)random(5, width-100), (int)random(5, height), 2); //X pos, Y pos, speedY
cars[2] = new Car((int)random(5, width-100), (int)random(5, height), 2); //X pos, Y pos, speedY
f = createFont("Arial", 36, true);
}
void draw()
{
if (game == running)
{
drawBackground(); //background
for (Car c : cars) {
c.draw();
c.move();
}
tank.draw(); //tank
drawScore(); //draw score
//if (bullet.crash(cars[0]) == true) {
// cars.remove(c);
// score++;
//}
if (game == over)
{
tank.speedX = 0;
tank.speedY = 0;
move = 0;
gameOver();
}
//if tank crashes into cars
if(tank.crash(cars[0]))
{
game = over;
gameOver();
}
if(tank.crash(cars[1]))
{
game = over;
gameOver();
}
if(tank.crash(cars[2]))
{
game = over;
gameOver();
}
/*
if(bullet.shoot(cars[0]))
{
cars[0].remove(c);
score++;
}
if(bullet.shoot(cars[1]))
{
cars[1].remove(c);
score++;
}
if(bullet.shoot(cars[2]))
{
cars[2].remove(c);
score++;
}
*/
}
}
void keyReleased() {
tankXD = 0;
tankYD = 0;
}
void keyPressed() //controls for the tank using the arrow keys
{
if(keyCode == LEFT) {
tankXD =- 10;
}
if(keyCode == RIGHT) {
tankXD = 10;
}
if(keyCode == DOWN) {
tankYD = 10;
}
if(keyCode == UP) {
tankYD =- 10;
}
if(keyCode == ' ') {
bulletSPD = 30;
//bullets.add(new Bullet(tank.x+30, tank.y+140, 3));
}
}
//void carFill()
// {
// fill(255,0,0);
// }
void drawBackground()
{
image(bg, y, 0);
}
void drawScore() {
fill(255);
textFont(f);
text("Score: " + String.valueOf(score), 200, 50);
}
void gameOver() {
clear();
textFont(f);
text("Game Over! ", 150, 400);
}
class Car
{
//members
int cX, cY;
int speedY = 2;
int speedX = 0;
int animationCounter = 0;
int carRadius = 30;
PImage image1,image2,image3;
//constructor
Car(int cX, int cY, int speedY)
{
this.cX = cX;
this.cY = cY;
this.speedY = speedY;
image1 = loadImage("c1.png");
image2 = loadImage("c2.png");
image3 = loadImage("c3.png");
}
void update() {
draw();
move();
}
void move()
{
this.cY = this.cY - speedY; //move upwards
if(this.cY < 0 - image1.height)
this.cY = height + image1.height;
if(this.cY > height + image1.height +30)
this.cY = -image1.height;
}
void draw()
{
if (animationCounter >=0 & animationCounter <=8)
{ image(image1,this.cX,this.cY); }
else if (animationCounter >8 & animationCounter <=16)
{ image(image2,this.cX,this.cY); }
else
{ image(image3,this.cX,this.cY); }
animationCounter = animationCounter + 1;
if(animationCounter>20)
animationCounter = 0;
}
}
int tankX = 215; //tank xpos
int tankY = 60; //tank ypos
int tankXD = 0; //tank x dir
int tankYD = 0; //tank y dir
int bulletX = tankX; //bullet xpos
int bulletY = tankY; //bullet ypos
int bulletW = 8; //bullet xpos
int bulletH = 20; //bullet ypos
int bulletSPD = 0; //bullet speed
int bulletRadius = 4;
float bulletDistance = 5;
PImage image1;
class Tank
{
//members
int tankX;
int tankY;
int speedX;
int speedY;
//constructor
Tank (int tankX, int tankY, int speedX, int speedY)
{
this.tankX = tankX;
this.tankY = tankY;
this.speedX = speedX;
this.speedY = speedY;
image1 = loadImage("tank.png");
}
void draw() {
image(image1,tankX, tankY);
tankX+=tankXD;
tankY+=tankYD;
bulletX=tankX;
bulletY+=bulletSPD;
if(bulletY>800) {
bulletX=tankX;
bulletY=tankY;
bulletSPD=0;
}
//draw bullet
fill(255,0,0);
stroke(255,0,0);
rect(bulletX+30, bulletY+140, bulletW, bulletH);
}
//tank crash method
boolean crash(Car other)
{
return (abs(this.tankY-other.cY) <20) && abs(this.tankX-other.cX) <10;
}
/*
boolean shoot (Bullet b, Car c) {
float d = dist(bulletX, bulletY, cX, cY);
if ((d < 5) == true) {
// we have a collision
return true;
} else {
return false;
}
}
*/
/*
boolean shoot(Car c) {
float d = dist(bulletX, bulletY, cX, cY);
if (d < 5) {
// we have a collision
return true;
} else {
return false;
}
}
*/
}
所以我相信你想修复碰撞。 如果你有两个圆并且你想看看它们是否碰撞,你需要看看半径是否碰撞。 您可以通过查看中心之间的距离是大于还是小于两个半径的总和来做到这一点。 像这样:
//returns whether or not two circles collide
//x1, y1, and r1 are for circle 1
boolean colliding(int x1, int y1, int x2, int y2, int r1, int r2) {
return sqrt(pow(x1-x2, 2) + pow(y1-y2, 2)); <= r1 + r2
}
如果您希望改用矩形碰撞框,请查看此链接。 我希望这会有所帮助,祝你有美好的一天。
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