我正在制作一个游戏,角色来自屏幕的两侧,相互碰撞并相互攻击,然后在死亡时将其移除。我已经设法让列表停止移动并在碰撞时造成伤害,但我的问题是当其中两个碰撞时所有人都停止移动。 我的shortwordsman碰撞代码是:
private void shortMoveCollisions(GameTime gameTime)
{
Rectangle shortRect;
int shortSpeed = 2;
int shortDamage = 20;
bool collided = false;
for (int i = 0; i < shortList.Count; i++)
{
List<Goblin> tempGoblinList = new List<Goblin>(goblinList);
shortRect = new Rectangle((int)shortList[i].position.X, (int)shortList[i].position.Y, ShortSwordsman.texture.Width / 4 - 20, ShortSwordsman.texture.Height);
foreach (Goblin goblin in tempGoblinList)
{
Rectangle goblinRect = new Rectangle((int)goblin.position.X, (int)goblin.position.Y, Goblin.texture.Width / 4 - 20, Goblin.texture.Height);
if (shortRect.Intersects(goblinRect))
{
collided = true;
shortList[i].AnimateAttack(gameTime);
shortTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (shortTimer >= shortDelay)
{
shortTimer -= shortDelay;
goblin.health -= shortDamage;
if (goblin.health <= 0)
{
goblinList.Remove(goblin);
}
}
}
}
if (shortRect.Intersects(background.badCastleRect))
{
collided = true;
shortList[i].AnimateAttack(gameTime);
shortTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (shortTimer >= shortDelay)
{
shortTimer -= shortDelay;
badCastleHealth -= shortDamage;
}
}
if (collided == false)
{
shortList[i].AnimateWalk(gameTime);
shortList[i].position.X += shortSpeed;
}
}
}
我的地精碰撞代码是:
private void GoblinMoveCollisions(GameTime gameTime)
{
Rectangle goblinRect;
int goblinSpeed = 2;
int goblinDamage = 20;
bool collided = false;
for (int i = 0; i < goblinList.Count; i++)
{
List<ShortSwordsman> tempShortList = new List<ShortSwordsman>(shortList);
goblinRect = new Rectangle((int)goblinList[i].position.X, (int)goblinList[i].position.Y, Goblin.texture.Width / 4 - 20, Goblin.texture.Height);
foreach (ShortSwordsman shortSwordsman in tempShortList)
{
Rectangle shortRect = new Rectangle((int)shortSwordsman.position.X, (int)shortSwordsman.position.Y, ShortSwordsman.texture.Width / 4 - 20, ShortSwordsman.texture.Height);
if (goblinRect.Intersects(shortRect))
{
collided = true;
goblinList[i].AnimateAttack(gameTime);
goblinAttackTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (goblinAttackTimer >= goblinAttackDelay)
{
goblinAttackTimer -= goblinAttackDelay;
shortSwordsman.health -= goblinDamage;
if (shortSwordsman.health <= 0)
{
shortList.Remove(shortSwordsman);
}
}
}
}
if (goblinRect.Intersects(background.goodCastleRect))
{
collided = true;
goblinList[i].AnimateAttack(gameTime);
goblinAttackTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (goblinAttackTimer >= goblinAttackDelay)
{
goblinAttackTimer -= goblinAttackDelay;
goodCastleHealth -= goblinDamage;
}
}
if (collided == false)
{
goblinList[i].AnimateWalk(gameTime);
goblinList[i].position.X -= goblinSpeed;
}
}
}
答案 0 :(得分:0)
您的碰撞bool
不应该是这些类的变量,因为这些类似乎在所有实体的整个列表上运行。相反,碰撞检测应该逐个实体地进行,基本上:使碰撞的bool
成为地精和剑士的属性。这意味着您必须检查与其他同类型生物的交叉点,可能没有攻击命令。
答案 1 :(得分:0)
这是我目前正在使用的代码 - shortswordsman和goblin是相同的,所以我只会展示一个:
在妖精班:
public Goblin(Vector2 position, float health, bool Collided, Rectangle goblinRect)
{
this.position = position;
this.health = health;
this.Collided = Collided;
this.goblinRect = goblinRect;
}
在game1课程中:
void CreateGoblin()
{
goblinList.Add(new Goblin(new Vector2(1900, 270), 100, false, new Rectangle()));
}
然后对于碰撞我试过这个 - 这包括尝试阻止它们相互重叠的位:
private void GoblinMoveCollisions(GameTime gameTime)
{
int goblinSpeed = 2;
int goblinDamage = 20;
for (int i = 0; i < goblinList.Count; i++)
{
goblinList[i].Collided = false;
goblinList[i].goblinRect = new Rectangle((int)goblinList[i].position.X, (int)goblinList[i].position.Y, Goblin.texture.Width / 4 - 20, Goblin.texture.Height);
List<ShortSwordsman> tempShortList = new List<ShortSwordsman>(shortList);
foreach (ShortSwordsman shortSwordsman in tempShortList)
{
Rectangle shortRect = new Rectangle((int)shortSwordsman.position.X, (int)shortSwordsman.position.Y, ShortSwordsman.texture.Width / 4 - 20, ShortSwordsman.texture.Height);
if (goblinList[i].goblinRect.Intersects(shortRect))
{
goblinList[i].Collided = true;
goblinList[i].AnimateAttack(gameTime);
goblinAttackTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (goblinAttackTimer >= goblinAttackDelay)
{
goblinAttackTimer -= goblinAttackDelay;
shortSwordsman.health -= goblinDamage;
if (shortSwordsman.health <= 0)
{
shortList.Remove(shortSwordsman);
}
}
}
}
if (goblinList[i].goblinRect.Intersects(background.goodCastleRect))
{
goblinList[i].Collided = true;
goblinList[i].AnimateAttack(gameTime);
goblinAttackTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (goblinAttackTimer >= goblinAttackDelay)
{
goblinAttackTimer -= goblinAttackDelay;
goodCastleHealth -= goblinDamage;
}
}
if (goblinList[i].goblinRect.Intersects(goblinList[i].goblinRect))
{
goblinList[i].Collided = true;
goblinList[i].AnimateStill(gameTime);
}
if (goblinList[i].Collided == false)
{
goblinList[i].AnimateWalk(gameTime);
goblinList[i].position.X -= goblinSpeed;
}
}
}