我正在使用C#在XNA中构建一个小型自上而下的射击游戏,我正在尝试实现逐像素碰撞检测。我有以下代码,沿着标准边界框检测返回包含碰撞的矩形。
private bool perPixel(Rectangle object1, Color[] dataA, Rectangle object2, Color[] dataB)
{
//Bounds of collision
int top = Math.Max(object1.Top, object2.Top);
int bottom = Math.Min(object1.Bottom, object2.Bottom);
int left = Math.Max(object1.Left, object2.Left);
int right = Math.Min(object1.Right, object2.Right);
//Check every pixel
for (int y = top; y < bottom; y++)
{
for (int x = left; x < right; x++)
{
//Check alpha values
Color colourA = dataA[(x - object1.Left) + (y - object1.Top) * object1.Width];
Color colourB = dataB[(x - object2.Left) + (y - object2.Top) * object2.Width];
if (colourA.A != 0 && colourB.A != 0)
{
return true;
}
}
}
return false;
}
我很确定这会起作用,但我也试图从精灵表中检查一些对象,我正在尝试使用此代码来获取颜色数据,但它是收到错误消息“传入的数据大小对于此资源而言太大或太小”。
Color[] pacmanColour = new Color[frameSize.X * frameSize.Y];
pacman.GetData(0, new Rectangle(currentFrame.X * frameSize.X, currentFrame.Y * frameSize.Y, frameSize.X, frameSize.Y), pacmanColour,
currentFrame.X * currentFrame.Y, (sheetSize.X * sheetSize.Y));
我做错了什么?
答案 0 :(得分:1)
让我向您展示我处理Texture2D颜色的方法
我使用以下技术从文件中加载预制结构
//Load the texture from the content pipeline
Texture2D texture = Content.Load<Texture2D>("Your Texture Name and Directory");
//Convert the 1D array, to a 2D array for accessing data easily (Much easier to do Colors[x,y] than Colors[i],because it specifies an easy to read pixel)
Color[,] Colors = TextureTo2DArray(texture);
功能......
Color[,] TextureTo2DArray(Texture2D texture)
{
Color[] colors1D = new Color[texture.Width * texture.Height]; //The hard to read,1D array
texture.GetData(colors1D); //Get the colors and add them to the array
Color[,] colors2D = new Color[texture.Width, texture.Height]; //The new, easy to read 2D array
for (int x = 0; x < texture.Width; x++) //Convert!
for (int y = 0; y < texture.Height; y++)
colors2D[x, y] = colors1D[x + y * texture.Width];
return colors2D; //Done!
}
它将返回一个简单易用的2D颜色数组,因此您可以简单地检查Colors [1,1](对于像素1,1)是否等于任何颜色。