如何在基于图块的游戏中检查碰撞?我看过android SDK有的示例,但我无法理解它们,因为我是Android编程的新手。
这是我的英雄所接受的地图和平铺课程,所以我可以在世界各地移动他
class Map{
int X = 0;
int Y = 0;
int tileSize = 30;
int [][]map= {
//0 = empty tile
//1 = wall
//2 = player
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,1,1,2,1,1,0,0,0,0,0,1},
{1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1},
{1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1},
{1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,1},
{1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
};
ArrayList<Tile> tiles = new ArrayList<Tile>();;
public Map(){
loadArray();
}
public void loadArray(){
for(int xTiles = 0; xTiles< map.length; xTiles++ ){
for(int yTiles = 0; yTiles< map[xTiles].length; yTiles++){
if(map[xTiles][yTiles]==1){//Wall
tiles.add(new Tile(X, Y, tileSize, map[xTiles][yTiles]));
tiles.get(tiles.size()-1).setColor(Color.GRAY);
tiles.get(tiles.size()-1).walkable = false;
X+=tileSize;
}else if(map[xTiles][yTiles]==0){//Empty Tile
tiles.add(new Tile(X, Y, tileSize, map[xTiles] [yTiles]));
X+=tileSize;
}else if(map[xTiles][yTiles]==2){//Player
tiles.add(new Tile(X, Y, tileSize, map[xTiles][yTiles]));
X+=tileSize;
}
}
Y+=tileSize;
X=0;
}
}
public void drawMap(Canvas canvas){
for(int index = 0; index < tiles.size(); index++){
tiles.get(index).drawTile(canvas);
}
}
}
class Tile{
private int type;
int X;
int Y;
int size;
boolean walkable = true;
Paint color = new Paint();;
//rect for the bounds
Rect bounds = new Rect();
public Tile(){
type = 0;
X = 0;
Y = 0;
size = 0;
color.setColor(Color.TRANSPARENT);
bounds.set(X, Y, X+size, Y+size);
}
public Tile(int X, int Y , int tileSize, int type){
this.type = type;
this.X = X;
this.Y = Y;
size = tileSize;
color.setColor(Color.TRANSPARENT);
bounds.set(X, Y, X+size, Y+size);
}
public int getX() {
return X;
}
public int getY() {
return Y;
}
public void setX(int x) {
X = x;
}
public void setY(int y) {
Y = y;
}
public int getType() {
// TODO Auto-generated method stub
return type;
}
public Paint getColor() {
return color;
}
public void setColor(int color) {
this.color.setColor(color);
}
public void drawTile(Canvas canvas){
canvas.drawRect(bounds, color);
}
}
这是我的英雄课
class Hero{
private static final int SIZE = 30;
//Coordinates
int X = 60;
int Y = 60;
int sx=30, sy=30;
private Paint paint = new Paint();
public Rect Bounds = new Rect(X,Y,X+30,Y+30);
boolean solid = true;
//Map Things
Map map;
public Hero(Map map){
this.map = map;
paint.setColor(Color.RED);
paint.setStyle(Style.FILL_AND_STROKE);
location();
}
private void location() {
for(int index = 0; index<map.tiles.size(); index++){
if(map.tiles.get(index).getType() == 2){
this.X = map.tiles.get(index).getX();
this.Y = map.tiles.get(index).getY();
}
}
}
public void move(int KeyCode) {
switch(KeyCode){
case KeyEvent.KEYCODE_DPAD_DOWN:
{if(Collision()){Y+=sy;} break;}
case KeyEvent.KEYCODE_DPAD_UP:
{Y-=sy; break;}
case KeyEvent.KEYCODE_DPAD_LEFT:
{X-=sx; break;}
case KeyEvent.KEYCODE_DPAD_RIGHT:
{X+=sx; break;}
}
}
private boolean Collision() {
for(int index = 0; index< map.tiles.size(); index++){
if(Rect.intersects(map.tiles.get(index).bounds, this.Bounds)){
return map.tiles.get(index).walkable;}
}
return false;
}
public int getX() {
return X;
}
public int getY() {
return Y;
}
public void setX(int x) {
X = x;
}
public void setY(int y) {
Y = y;
}
public void position(int x, int y){
X = x;
Y = y;
}
public void update(){
Bounds.set(X, Y, (X+SIZE), (Y+SIZE));
}
public void Draw(Canvas canvas){
canvas.drawRect(Bounds, paint);
canvas.drawText("Player", Bounds.left, Bounds.top-5, paint);
}
}
我如何检查碰撞? 我应该循环每一个瓷砖,然后检查播放器的新坐标是否会发生碰撞?
这可能不是正确的方法,但它有效。我为这个
添加了每个移动方向的方法Right,Left,Up和Downprivate void moveLeft() {
for(int index = 0 ; index < map.tiles.size();index++){
if(yCoord-1 == map.tiles.get(index).yCoord && xCoord == map.tiles.get(index).xCoord){
if(map.tiles.get(index).walkable){
X-=SIZE;
//My coordinates are flipped for some reason my Xs are Ys and Ys are Xs
yCoord-=1;
break;
}
}
}
}
答案 0 :(得分:2)
你必须记录英雄的最后位置,在每次移动事件中,你可以检查相对于英雄的方向的下一个瓦片。正如你在二维矩阵中实现的那样,如果英雄的位置是map [0] [0]并且玩家在时间上一个位置,那么相对位置在地图中,即map [1] [0]。这样你可以最大限度地减少比较每个方向都有二维权重,如up movement can have [CurrentPosition.x-1] [CurrentPosition.y-1], Left can have [CurrentPosition.x] [CurrentPosition.y+1] etc....
答案 1 :(得分:0)
如果您指的是检查您的瓷砖是否“可以走路”,那么每当您的玩家决定移动英雄时(可能是在移动操纵杆或点击时),您需要确定您的英雄将在哪个瓷砖上,然后检查该磁贴以查看它是否已将walkable设置为true。您的代码已经很好地实现了这一目标。
如果您指的是与其他实体(如NPC)的碰撞,那么当玩家决定移动英雄并确定新位置是否与位置相同时,您需要获取每个实体的位置其中一个可碰撞的实体。
有些事情:
case KeyEvent.KEYCODE_DPAD_DOWN: {
int target = hero.getY() + 1;
if(map.getTile(hero.getX(), target).isWalkable())
hero.setY(target);
break;
}