[英]java 2d platformer collision bug
當角色走入牆壁時,他們無法通過 go 但是當跳入牆壁時,玩家會根據您擊中瓷磚的高度被向上或向下傳送。
我怎樣才能讓玩家在撞牆時摔倒?
移動和碰撞檢測發生在 Player.java 中。
我認為如果玩家站在一個塊上(for循環中的第一次檢查),這與簽入有關,但我不確定。
這就是我檢查碰撞的方式:
public void collisionCheck(){
for (ArrayList<Integer> tile: Game.tileCoordinates){
//current row of the player
int row = y / Game.TILE_SIZE;
// the row below the player
int rowBelow = y / Game.TILE_SIZE + 1;
// the column the left of the player is in
int columnLeft = x / Game.TILE_SIZE;
// the column the right of the player is in
int columnRight = (x + width) / Game.TILE_SIZE;
// check if the player goes through the block below
if (tile.get(1) / Game.TILE_SIZE == rowBelow){
if ((tile.get(0) / Game.TILE_SIZE == columnLeft ||
tile.get(0) / Game.TILE_SIZE == columnRight)) {
y = tile.get(1) - height;
if (jumping) {
jumping = false;
Game.spacePressed = false;
dustAfterShowed = false;
xAfterJump = x;
yAfterJump = y;
}
if (falling){
falling = false;
}
}
}
// check if the player goes through the side of a block
if (y <= tile.get(1) && y + height <= tile.get(1) + Game.TILE_SIZE &&
y + height >= tile.get(1) && row == tile.get(1) / Game.TILE_SIZE) {
// left side
if (x + width >= tile.get(0) && x <= tile.get(0)) {
x = tile.get(0) - width;
}
// right side
if (x + width >= tile.get(0) + Game.TILE_SIZE &&
x <= tile.get(0) + Game.TILE_SIZE) {
x = tile.get(0) + Game.TILE_SIZE;
}
}
// check if the player hits a block from below
if (tile.get(1) / Game.TILE_SIZE == row &&
(tile.get(0) / Game.TILE_SIZE == columnLeft ||
tile.get(0) / Game.TILE_SIZE == columnRight)){
if (jumping) {
y = tile.get(1) + Game.TILE_SIZE;
velocity = 0;
}
}
}
我通過添加一些布爾值來修復它,當玩家從側面撞到牆壁時,它現在不再檢查底部瓷磚碰撞(使玩家跌倒而不是停留在半空中)。
檢查頂部瓷磚碰撞時,請提前檢查。 如果您不提前檢查,它會檢測到側面碰撞,因為左上角和右上角的像素都在圖塊中。
for (ArrayList<Integer> tile: Game.tileCoordinates){
sideCollision = false;
blockRight = false;
blockLeft = false;
// check for side collision, if colided then disable movement
if ((y / Game.TILE_SIZE == tile.get(1) / Game.TILE_SIZE) &&
(x < tile.get(0) && x + width > tile.get(0) &&
x + width < tile.get(0) + Game.TILE_SIZE)) {
sideCollision = true;
blockRight = true;
x = tile.get(0) - width - 1;
}
if ((y / Game.TILE_SIZE == tile.get(1) / Game.TILE_SIZE) &&
(x < tile.get(0) + Game.TILE_SIZE && x > tile.get(0) &&
x + width > tile.get(0) + Game.TILE_SIZE)) {
sideCollision = true;
blockLeft = true;
x = tile.get(0) + Game.TILE_SIZE + 1;
}
// if player is about to hit head, stop upwards movement
if ((y - velocity <= tile.get(1) + Game.TILE_SIZE &&
y - velocity > tile.get(1)) && ((x >= tile.get(0) &&
x <= tile.get(0) + Game.TILE_SIZE) ||
(x + width >= tile.get(0) &&
x + width <= tile.get(0) + Game.TILE_SIZE))){
y = tile.get(1) + Game.TILE_SIZE;
velocity = 0;
}
// if there is no side collision, check for bottom collision
if (!sideCollision) {
if ((y / Game.TILE_SIZE + 1 == tile.get(1) / Game.TILE_SIZE) &&
(y + height > tile.get(1)) &&
((x >= tile.get(0) && x <= tile.get(0) + Game.TILE_SIZE) ||
(x + width >= tile.get(0) &&
x + width <= tile.get(0) + Game.TILE_SIZE))) {
y = tile.get(1) - height;
if (jumping) {
jumping = false;
Game.spacePressed = false;
dustAfterShowed = false;
xAfterJump = x;
yAfterJump = y;
}
if (falling) {
falling = false;
}
}
}
}
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