我正在重拍一个非常古老的游戏..有线(蠕虫),你可以用箭头键控制它们......每个玩家都有一条线..问题是,当我试图制作与我的Rectangle的当前位置的碰撞与列表中的前一个矩形之一它不起作用..如果你可以帮助我会很棒..非常感谢你..
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D dotTexture;
Rectangle dotRectangle;
Vector2 dotCenter;
Vector2 dotPosition;
float dotRotation;
Vector2 dotVelocity;
float dotSpeed = 1.5f;
bool smrt1 = false;
Texture2D previousDotTexture;
List<Vector2> previousDotsList = new List<Vector2>();
List<Rectangle> previousRecsList = new List<Rectangle>();
Random random = new Random();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferHeight = 800;
graphics.PreferredBackBufferWidth = 800;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
dotTexture = Content.Load<Texture2D>("dot2");
dotPosition = new Vector2(random.Next(200, 600),random.Next(200, 600));
previousDotTexture = Content.Load<Texture2D>("dot1");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
if (Keyboard.GetState().IsKeyDown(Keys.Left))
dotRotation += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right))
dotRotation -= 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Space) && smrt1==true)
{
Thread.Sleep(500);
dotPosition = new Vector2(random.Next(200, 600), random.Next(200, 600));
previousDotsList.Clear();
dotSpeed = 1.5f;
smrt1 = false;
}
dotRectangle = new Rectangle((int)dotPosition.X, (int)dotPosition.Y, dotTexture.Width, dotTexture.Height);
dotPosition = dotVelocity + dotPosition;
dotCenter = new Vector2(dotRectangle.Width / 2, dotRectangle.Height / 2);
dotVelocity.X = (float)Math.Sin(dotRotation) * dotSpeed;
dotVelocity.Y = (float)Math.Cos(dotRotation) * dotSpeed;
Vector2 previousDotsPos = dotPosition;
Rectangle previousDotsRecs = new Rectangle((int)dotCenter.X, (int)dotCenter.Y, 2, 2);
previousDotsList.Add(previousDotsPos);
previousRecsList.Add(previousDotsRecs);
CheckCollision();
base.Update(gameTime);
}
private void CheckCollision()
{
foreach (Rectangle previousDotsRecs in previousRecsList)
{
if (dotRectangle.Intersects(previousDotsRecs))
{
smrt1 = true;
dotSpeed = 0f;
}
}
}
private void DrawDots()
{
foreach (Vector2 previousDotsPos in previousDotsList)
spriteBatch.Draw(previousDotTexture, previousDotsPos, Color.White);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
DrawDots();
spriteBatch.Draw(dotTexture, dotPosition, null, Color.White, dotRotation, dotCenter, 1f, SpriteEffects.None, 0);
spriteBatch.End();
base.Draw(gameTime);
}
}
答案 0 :(得分:0)
在我看来,你不会发生碰撞,因为每次游戏更新(每秒30次)你都会创建一个新的矩形,这并不好。所以你必须得到移动的矩形,在它移动时增加它们的x和y,然后检查交点。