[英]2D Collision detection system not reacting while moving diagonally to corners
因此,我的碰撞檢測系統被設置為檢查角色的每個像素,標記flagsDenseDetected,將有問題的角色模型的像素放入collisionDetectedX和collisionDetectedY。 它使用此數據來確定有效可移動區域在哪里,然后將單元輕推回去。 唯一的解決方法是同時運行X和Y的Collision類,還是可以修改此類以同時正確地完成兩個工作? 謝謝您的寶貴時間,我一直在努力找出我做錯了什么。 我為松散的代碼表示歉意。 我整理了一下(確實是一團糟),但是我意識到這不是值得的最終產品。
class Collision
{
public Color[,] DataMiner(Texture2D background)
{
Color[,] collision2D;
Color[] collision1D;
collision1D = new Color[background.Width * background.Height];
background.GetData(collision1D);
collision2D = new Color[background.Width, background.Height];
for (int x = 0; x < background.Width; x++)
for (int y = 0; y < background.Height; y++)
collision2D[x, y] = collision1D[x + y * background.Width];
return collision2D;
}
public void CollisionChecker(Color[,] background, ref Vector2 position)
{
Rectangle character;
character.Width = 32;
character.Height = 32;
character.X = Convert.ToInt16(position.X);
character.Y = Convert.ToInt16(position.Y);
int n = 0;
int n2 = 0;
bool collisionDetected = false;
int collisionDetectedX = 0;
int collisionDetectedY = 0;
while (n2 < character.Width)
{
n = 0;
while (n < character.Height)
{
if (background[character.X + n2, character.Y + n] == Color.Black)
{
collisionDetected = true;
collisionDetectedX = n2;
collisionDetectedY = n;
}
n++;
}
n2++;
}
if (collisionDetected == true)
{
collisionDetectedX += Convert.ToInt16(position.X);
collisionDetectedY += Convert.ToInt16(position.Y);
if (background[collisionDetectedX, collisionDetectedY + 2] == Color.Red)
position.Y += 1;
else if (background[collisionDetectedX, collisionDetectedY - 2] == Color.Red)
position.Y -= 1;
else if (background[collisionDetectedX + 2, collisionDetectedY] == Color.Red)
position.X += 1;
else if (background[collisionDetectedX - 2, collisionDetectedY] == Color.Red)
position.X -= 1;
else if (background[collisionDetectedX - 2, collisionDetectedY - 2] == Color.Red)
{
position.X -= 1;
position.Y -= 1;
}
else if (background[collisionDetectedX - 2, collisionDetectedY + 2] == Color.Red)
{
position.X -= 1;
position.Y += 1;
}
else if (background[collisionDetectedX + 2, collisionDetectedY - 2] == Color.Red)
{
position.X += 1;
position.Y -= 1;
}
else if (background[collisionDetectedX + 2, collisionDetectedY + 2] == Color.Red)
{
position.X += 1;
position.Y += 1;
}
collisionDetected = false;
}
}
public void Update(Texture2D background, ref Vector2 position)
{
CollisionChecker(DataMiner(background), ref position);
}
}
嗯,我還沒有10名代表,所以我無法回答自己的問題,但是我發現了:
我稍微改變了if語句的條件。 我必須刪除else,因為當發現需要更改的嵌套if時,它將丟棄其余的if。 由於它一次完成所有操作,因此解決此問題后,如果它靠近拐角處,則在碰到平坦的牆壁時它將“向右”或“向左”滑動。 我添加了條件,以檢查collisionDetected是否仍然為true,並將每個更改都還原為false。
祝您有美好的一天,希望有人可以從我的錯誤中學到東西!
if (collisionDetected == true)
{
collisionDetectedX += Convert.ToInt16(position.X);
collisionDetectedY += Convert.ToInt16(position.Y);
if (background[collisionDetectedX, collisionDetectedY + 2] == Color.Red && collisionDetected)
{
position.Y += 1;
collisionDetected = false;
}
if (background[collisionDetectedX, collisionDetectedY - 2] == Color.Red && collisionDetected)
{
position.Y -= 1;
collisionDetected = false;
}
if (background[collisionDetectedX + 2, collisionDetectedY] == Color.Red && collisionDetected)
{
position.X += 1;
collisionDetected = false;
}
if (background[collisionDetectedX - 2, collisionDetectedY] == Color.Red && collisionDetected)
{
position.X -= 1;
collisionDetected = false;
}
}
用原文回答了我的問題。
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