我刚开始使用eclipse进行Android编程,最近遇到了这个问题。我把一堆精灵分配给了一个arraylist。现在,我想制作它以便在精灵之间自动检测碰撞,但我正在使用的模板只能检测曲面边界和移动精灵之间的碰撞。每个精灵的位置和速度都是随机生成的。 如何更改Sprite()类中的update()函数以检测移动的精灵本身之间的碰撞以及相反的变化/反弹方向? 这是我的Sprite类模板:
package com.gameproject.cai_test;
import java.util.Random;
public Sprite(GameView gameView, Bitmap bmp) {
this.width = bmp.getWidth() / BMP_COLUMNS;
this.height = bmp.getHeight() / BMP_ROWS;
this.gameView = gameView;
this.bmp = bmp;
Random rnd = new Random();
x = rnd.nextInt(gameView.getWidth() - width);
y = rnd.nextInt(gameView.getHeight() - height);
xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED;
ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED;
}
private void update() {
if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) {
xSpeed = -xSpeed;
}
x = x + xSpeed;
if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) {
ySpeed = -ySpeed;
}
y = y + ySpeed;
currentFrame = ++currentFrame % BMP_COLUMNS;
}
public void onDraw(Canvas canvas) {
update();
int srcX = currentFrame * width;
int srcY = getAnimationRow() * height;
Rect src = new Rect(srcX, srcY, srcX + width, srcY + height);
Rect dst = new Rect(x, y, x + width, y + height);
canvas.drawBitmap(bmp, src, dst, null);
}
private int getAnimationRow() {
double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2);
int direction = (int) Math.round(dirDouble) % BMP_ROWS;
return DIRECTION_TO_ANIMATION_MAP[direction];
}
//gameplay operations
//only values from 0 to 9 will be picked; each assigned its own sprite in the list
public int randomValue(){
Random rnd = new Random();
RandomValue = rnd.nextInt(10);
return RandomValue;
}
//sequence operation from addition, subtraction, multiplication, and division
public int produceSum(){
int addOne = 0;
int addTwo = 0;
Sum = addOne + addTwo;
return Sum;
}
public int produceDiff(){
int deductOne = 0;
int deductTwo = 0;
Difference = deductOne - deductTwo;
return Difference;
}
public int produceProduct(){
int multiOne = 0;
int multiTwo = 0;
Product = multiOne * multiTwo;
return Product;
}
public int produceQuotient(){
int divideOne = 0;
int divideTwo = 0;
Quotient = divideOne / divideTwo;
return Quotient;
}
//each time this returns true, the game is reset with new operation
//compares the value of the bubble picked to the random number being compared through operations
public boolean compareBubbleValue(int randomBubble, int bubbleValue){
if (randomBubble == bubbleValue){
return true;
}
return false;
}
}
如您所见,update()方法仅检查移动的精灵与边界之间的碰撞。
答案 0 :(得分:0)
Okey,所以让我们为你的精灵数组命名spriteArray
并循环两次
public Rect getBounds(){ //put this in your sprite and enemy-class.
return new Rect(x, y, x+width, y+height);
}
Public void checkCollision(){
for (int i = 0; i<spriteArray.size(); i++){
Rect mySprite = spriteArray.get(i).getBounds(); //create rect for every sprite in array
for (int j = 0; j<spriteArray.size(); i++){
Rect myOtherSprite = spriteArray.get(i).getBounds();
if(mySprite.intersect(myOtherSprite)){ //check if they touch
//Todo code here
}
}
}
}
然后你就把这个方法放在你的update-method中。
答案 1 :(得分:0)
这是GameView类的编码(原谅这个混乱,这是一堆混乱的代码和注释):
package com.gameproject.cai_test;
public class GameView extends SurfaceView {
private Bitmap bmp;
private Bitmap background;
private Bitmap backgroundImage;
private Bitmap pop;
private SurfaceHolder holder;
private GameLoopThread gameLoopThread;
private List<Sprite> sprites = new ArrayList<Sprite>();
private List<TempSprite> temps = new ArrayList<TempSprite>();
private int[] bubbleValue = {0,1,2,3,4,5,6,7,8,9,10};
private long lastClick;
private SpriteObject timer;
private SpriteObject morebanner;
private SpriteObject formulaBox;
private SpriteObject levelbanner1;
private SurfaceHolder surfaceHolder;
public GameView(Context context) {
super(context);
gameLoopThread = new GameLoopThread(this);
timer = new SpriteObject (BitmapFactory.decodeResource(getResources(), R.drawable.hourglass), 1200, 100);
morebanner = new SpriteObject(BitmapFactory.decodeResource(getResources(), R.drawable.morebanner), 650, 300);
formulaBox = new SpriteObject(BitmapFactory.decodeResource(getResources(), R.drawable.formulabox), 650, 600);
background = BitmapFactory.decodeResource(getResources(), R.drawable.background);
backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.background);
pop = BitmapFactory.decodeResource(getResources(), R.drawable.pop);
final Toast toast1 = Toast.makeText(context, "LEVEL 1 start", Toast.LENGTH_LONG);
holder = getHolder();
holder.addCallback(new Callback() {
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
//setSurfaceSize(getWidth(), getHeight());
toast1.setGravity(Gravity.CENTER_VERTICAL, 0, 0);
toast1.show();
createSprites();
gameLoopThread.setRunning(true);
gameLoopThread.start();
//banner();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
}
private void createSprites() {
sprites.add(createSprite(R.drawable.bubble1));
sprites.add(createSprite(R.drawable.bubble2));
sprites.add(createSprite(R.drawable.bubble3));
sprites.add(createSprite(R.drawable.bubble4));
sprites.add(createSprite(R.drawable.bubble5));
sprites.add(createSprite(R.drawable.bubble6));
sprites.add(createSprite(R.drawable.bubble7));
sprites.add(createSprite(R.drawable.bubble8));
sprites.add(createSprite(R.drawable.bubble9));
sprites.add(createSprite(R.drawable.bubble10));
for (int i = 0; i <= 10; i++){
bubbleValue[i] = sprites.indexOf(i);
}
}
private Sprite createSprite(int resource) {
Bitmap bmp = BitmapFactory.decodeResource(getResources(), resource);
return new Sprite(this, bmp);
}
public void setSurfaceSize(int width, int height)
{
synchronized (surfaceHolder)
{
int canvasWidth = width;
int canvasHeight = height;
backgroundImage = Bitmap.createScaledBitmap(backgroundImage, width, height, true);
}
}
@Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
//levelbanner1.draw(canvas);//causes error when applied;for reference only
for (int i = temps.size() - 1; i >= 0; i--) {
temps.get(i).onDraw(canvas);
}
for (Sprite sprite : sprites) {
timer.draw(canvas);
//formulaBox.draw(canvas);
sprite.onDraw(canvas);
}
if (sprites.size() == 0){
morebanner.draw(canvas);
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
if (System.currentTimeMillis() - lastClick > 300) {
lastClick = System.currentTimeMillis();
float x = event.getX();
float y = event.getY();
synchronized (getHolder()) {
for (int i = sprites.size() - 1; i >= 0; i--) {
Sprite sprite = sprites.get(i);
if (sprite.isCollition(x, y)) {
sprites.remove(sprite);
temps.add(new TempSprite(temps, this, x, y, pop));
break;
}
}
}
}
return true;
}
public void update(){
//for possible check of collision bet. sprites
//
}
}
我尝试在这里为精灵分配一个Rect并检查底部update()函数的碰撞,但结果出错并产生运行时错误。如果它在Sprite类update()函数中自动化,可能会更好,就像它对边界碰撞一样。
答案 2 :(得分:0)
如果你想在你的精灵之间进行良好和恰当的碰撞,那么查看像http://www.jbox2d.org/这样的物理引擎会有所帮助。
它将为您处理许多复杂的特定案例(隧道,影响时间,早期丢弃的广泛阶段......)