位图A的位置是X / Y位置是静态的,位图B是移动位图,它从屏幕的底部移动到用户在屏幕上触摸的位置。当移动的位图到达静态位图但是它不被识别为碰撞时,移动的位图使用浮点数,我将其四舍五入,静态位图使用int。下面是一段代码,我想弄清楚我的位图交叉路径需要改变什么才算是碰撞
canvas.drawBitmap(rock2, 70, 32, null);
//this is where it checks to see if the moving bitmaps y coordinate is matched to the Y coordinate of the static bitmap
if(canvas.getHeight() - Math.round(animY*-1) == (canvas.getHeight() - (canvas.getHeight()-32))){
Log.d("ALERT", "COLLIDE");
}
//the Y value is *-1 because the moving bitmap is starting from the bottom of the screen so this converts the value to positive value
我想知道我的计算是否已关闭,或者我是以错误的方式进行此碰撞。以下是我的动作代码段
//UP Y ANIMATION
if(animY*-1 < canvas.getHeight() && !bumpY){
animY += speedY;
//IF ROCK IS NOT AT EXTREME LEFT OR EXTREME RIGHT KEEP ON TRACK
if(animX < (canvas.getWidth()/2) || animX*-1 < (canvas.getWidth()/2) && !bumpX){
animX += speedX;
//IF ROCK HITS EDGE LEFT/RIGHT RETURN TO SENDER (INDICATE BUMP)
if(animX*-1 > (canvas.getWidth()/2) - rock.getWidth()/2 || animX > (canvas.getWidth()/2) - rock.getWidth()/2){
bumpX = true;
bumpY = true;
}
}
//IF Y HITS TOP OF SCREEN
if(animY*-1 > canvas.getHeight()){
bumpY = true;
}
}
//DOWN Y ANIMATION
if(animY < 0 && bumpY){
//REVERSE DIRECTION OF Y
animY -= speedY;
//IF ROCK HITS TOP OR SIDE REVERSE X DIRECTION
if(bumpX || bumpY)
animX -= speedX;
//IF AT STARTING POINT
if(animY > 0){
bumpY = false;
bumpX = false;
}
}
//in an ontouch method where the X and Y values are calculated
case MotionEvent.ACTION_UP:
finalX = event.getX() - (cross.getWidth() / 2);
finalY = event.getY() - (cross.getHeight() / 2);
moveToX = finalX - startX;
moveToY = finalY - startY;
speedX = moveToX / 50;
speedY = moveToY / 50;
break;
任何提示都将不胜感激,谢谢。
答案 0 :(得分:0)
if(canvas.getHeight() - Math.round(animY*-1) >= (canvas.getHeight() - (canvas.getHeight()-32))){
代替? (将“==”更改为“&gt; =”)否则您只检查岩石何时完全落在(canvas.getheight -32)上,而不是检查过去