XNA与列表中的多个矩形碰撞

时间:2013-02-05 16:57:43

标签: c# list foreach xna collision

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);
    }
}

1 个答案:

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。