[英]C# - My Collision code won't result in the player stopping in his tracks
我一直在研究我的LWJGL引擎之一的C#和SFML重制。 到目前為止,一切都很好,但是,當我嘗試復制/轉換碰撞代碼時,事情進展得並不順利。
這是我的玩家/實體類,邊界框和游戲代碼。
實體:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
namespace FastSrc_CS.Core
{
public class FSEntity
{
public Vector2f Position, Size;
public Color EColor;
public RectangleShape sprite;
public BoundingBox Bounds;
public bool canMove;
public float VelX, VelY;
public FSEntity()
{
}
public virtual void Init(Vector2f pos, Vector2f size, Color color)
{
Position = pos;
Size = size;
EColor = color;
sprite = new RectangleShape();
sprite.FillColor = EColor;
sprite.Position = Position;
sprite.Size = Size;
//sprite.Origin = new Vector2f(size.X / 2, size.Y / 2);
Bounds = new BoundingBox(Position, Size);
}
public void SetVelX(float x)
{
VelX = x;
}
public void SetVelY(float x)
{
VelY = x;
}
public Vector2f GetOrigin()
{
return new Vector2f(Size.X / 2, Size.Y / 2);
}
public virtual void Update()
{
}
public void UpdatePos()
{
Position.X += VelX;
Position.Y += VelY;
sprite.Position = Position;
Bounds.UpdateBounds(Position, Size);
}
public virtual void Render(RenderWindow w)
{
w.Draw(sprite);
}
}
}
玩家:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
namespace FastSrc_CS
{
class Player : Core.FSEntity
{
public float speed = 6f;
public override void Init(Vector2f pos, Vector2f size, Color color)
{
canMove = true;
base.Init(pos, size, color);
}
public override void Update()
{
base.Update();
Movement();
Position.X += VelX;
Position.Y += VelY;
sprite.Position = Position;
Bounds.UpdateBounds(Position, Size);
}
public void Movement()
{
if (Keyboard.IsKeyPressed(Keyboard.Key.A) && canMove == true)
{
SetVelX(-speed);
SetVelY(0);
}
else if (Keyboard.IsKeyPressed(Keyboard.Key.D) && canMove == true)
{
SetVelX(speed);
SetVelY(0);
}
else if (Keyboard.IsKeyPressed(Keyboard.Key.W) && canMove == true)
{
SetVelY(-speed);
SetVelX(0);
}
else if (Keyboard.IsKeyPressed(Keyboard.Key.S) && canMove == true)
{
SetVelY(speed);
SetVelX(0);
}
else
{
SetVelX(0);
SetVelY(0);
}
}
public override void Render(RenderWindow w)
{
base.Render(w);
}
}
}
邊界框:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
namespace FastSrc_CS.Core
{
public class BoundingBox
{
public FloatRect Rectangle;
public BoundingBox(Vector2f pos, Vector2f size)
{
Rectangle = new FloatRect(pos, size);
}
public bool Collide(BoundingBox b)
{
bool col = false;
if (this.Rectangle.Intersects(b.Rectangle))
{
col = true;
}
else
{
col = false;
}
return col;
}
public void UpdateBounds(Vector2f pos, Vector2f size)
{
Rectangle.Width = size.X;
Rectangle.Height = size.Y;
Rectangle.Left = pos.X;
Rectangle.Top = pos.Y;
}
}
}
游戲:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FastSrc_CS.Core;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
namespace FastSrc_CS
{
public class Game : FSGame
{
Player p = new Player();
Wall w = new Wall();
public override void Init()
{
p.Init(new Vector2f(400, 300), new Vector2f(32, 32), Color.Red);
w.Init(new Vector2f(100, 100), new Vector2f(32, 32), Color.Blue);
Entities.Add(p);
Entities.Add(w);
}
public override void Update()
{
Console.WriteLine(p.Position.X);
//COLLISION CODE FOR WALLS
if (p.Bounds.Collide(w.Bounds))
{
//Right Collision
if (p.VelX > 0)
{
Console.WriteLine("Right Collision");
p.canMove = false;
p.Position.X = w.Position.X - 32;
p.SetVelX(0);
}
else if (p.VelX < 0)
{
Console.WriteLine("Left Collision");
p.canMove = false;
p.Position.X = w.Position.X + 32;
p.SetVelX(0);
}
if (p.VelX == 0)
{
p.canMove = true;
}
}
Entities.ForEach(k => k.Update());
}
public override void Render(RenderWindow w)
{
Entities.ForEach(k => k.Render(w));
}
}
}
問題出在該區域的“游戲”類之內:
//COLLISION CODE FOR WALLS
if (p.Bounds.Collide(w.Bounds))
{
//Right Collision
if (p.VelX > 0)
{
Console.WriteLine("Right Collision");
p.canMove = false;
p.Position.X = w.Position.X - 32;
p.SetVelX(0);
}
else if (p.VelX < 0)
{
Console.WriteLine("Left Collision");
p.canMove = false;
p.Position.X = w.Position.X + 32;
p.SetVelX(0);
}
if (p.VelX == 0)
{
p.canMove = true;
}
}
當我執行此操作時,播放器將停止移動,但會稍微植入牆壁。 我知道您在想什么,“將使p.canMove = true
的if語句p.canMove = true
沖突的if語句之外。” 我已經嘗試過了,它導致播放器與立方體來回彈跳。 我嘗試過不同的方法,以至於我考慮將這段代碼省去。 我決定退回到Stack Overflow,看看是否有人可以幫助我。 提前致謝。
我認為代碼根本不是您的引擎-給定結果,並且在掃描代碼后,這似乎還不錯。 由於播放器夾在牆上,因此播放器和牆壁的硬編碼值32都是不正確的。 嘗試這個:
if (p.VelX > 0)
{
Console.WriteLine("Right Collision");
p.canMove = false;
//move the right of our player to the left of the wall by setting
//his x to the wall's x minus his width.
p.Position.X = w.Position.X - p.Size.Width;
p.SetVelX(0);
}
else if (p.VelX < 0)
{
Console.WriteLine("Left Collision");
p.canMove = false;
//Move the left of our player to the right of the wall, or
//the wall's x plus the wall's width
p.Position.X = w.Position.X + w.Size.Width;
p.SetVelX(0);
}
希望對您有所幫助。
編輯
實際上,我認為我發現了另一個問題。 當在檢測到碰撞后移動其X后更改玩家的位置時,您忘記調用UpdatePos()
方法。 因此,您移動的是他的位置,而不是實際的矩形,這可能會導致錯誤。 而是,在移動他的x之后,立即調用UpdatePos()
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