我一直在使用LibGDX框架在Java上打破这个破砖游戏。这是我的第一个java游戏。我对其他语言有一点经验,但我遇到了一些麻烦。我设置了碰撞检测功能,大部分都可以使用。球有时会以不正确的方向反弹,有时会撞到不应该的挡块。我一直在搜索,但很难将它翻译成我的游戏。
我的代码非常糟糕,因为球只以45度角移动。不太现实,这将是我修复后的下一步。
public void checkBrickCollision()
{
for (int i=0;i<level.brickCount;i++) {
if (level.bricks[i].GetVisible() == true) {
if (level.bricks[i].getRect().overlaps(ball.getRect()))
{
int xd = (int) Math.abs( (ball.ballRect.x + ball.ballRect.width - level.bricks[i].brickRect.x - level.bricks[i].getRect().width) /2 );
int yd = (int) Math.abs( (ball.ballRect.y + ball.ballRect.height - level.bricks[i].brickRect.y - level.bricks[i].getRect().height) /2 );
if (xd > yd)
{
// Collision on top or bottom, reverse y velocity
ball.ballSpeedY = -ball.ballSpeedY;
Score score = new Score(level.bricks[i].getScore(),(int)level.bricks[i].brickRect.x,(int)level.bricks[i].brickRect.y);
scoreList.add(score);
level.bricks[i].Destroy();
System.out.println("Top/Bottom");
return;
}
if (yd > xd)
{
// Collision on left or right, reverse x velocity
ball.ballSpeedX = -ball.ballSpeedX;
Score score = new Score(level.bricks[i].getScore(),(int)level.bricks[i].brickRect.x,(int)level.bricks[i].brickRect.y);
scoreList.add(score);
level.bricks[i].Destroy();
System.out.println("Sides");
return;
}
if (xd == yd)
{
// Collision on corners, reverse both
ball.ballSpeedX = -ball.ballSpeedX;
ball.ballSpeedY = -ball.ballSpeedY;
Score score = new Score(level.bricks[i].getScore(),(int)level.bricks[i].brickRect.x,(int)level.bricks[i].brickRect.y);
scoreList.add(score);
level.bricks[i].Destroy();
System.out.println("Corners");
return;
}
}
}
}
}
答案 0 :(得分:0)
我建议您将 level.bricks [] 数组放在 ArrayList 列表中,以便您可以从列表中廉价删除()和/或销毁()它们。苍蝇,避免在level.bricks数组中每次迭代检查空值(除非你的设置不介意你的数组中的null)。此外,它还可以避免在每个渲染周期中检查所有砖块的数组大小,每次迭代...
List<Brick> brickList = new ArrayList<Brick>();
for (brick: level.bricks) {
brickList.add( new Brick(brick) );
}
//-------or-------
//if the brick object is a Sprite
for (brick: level.bricks) {
brickList.add(brick);
}
我认为将错误的砖块检测为“击中”的问题与尝试补偿球纹理和边界是矩形有关。我建议使用 com.badlogic.gdx.math.Circle 类来定义球的边界。以下是 com.badlogic.gdx.math.Intersector 的脏自定义碰撞包装,它应该与您在上面尝试的内容一起使用。它假设球的视觉像素延伸到纹理的边缘,并且球纹理是方形的:
public class Collider {
private String bounceType = "";
private boolean vertical = false;
private boolean horizontal = false;
// Segment Vertices of the Rectangle
private Vector2 leftStart = new Vector2();
private Vector2 leftEnd = new Vector2();
private Vector2 topStart = new Vector2();
private Vector2 topEnd = new Vector2();
private Vector2 rightStart = new Vector2();
private Vector2 rightEnd = new Vector2();
private Vector2 bottomStart = new Vector2();
private Vector2 bottomEnd = new Vector2();
private Vector2 center = new Vector2();
private Circle ballBounds = new Circle();
// Pointers passed once during construction
private Ball ball;
private List<Brick> brickList;
private List<Score> scoreList;
/**
* Constructor requires that ball and brickList pointers are given.
* <p>
* Runs the updateBallBounds() method after assigning the parameters
*
*@param ball points to the ball to be used for the collision calculations
*@param brickList points to a list of brick objects to check against
*@param scoreList points to a list of score objects to track the score
*/
public Collider(Ball ball, List<Brick> brickList, List<Score> scoreList) {
this.ball = ball;
this.brickList = brickList;
updateBallBounds(this.ball, this.ballBounds);
}
/**
* Sets the position and radius of the bounding circle
* for the given ball with a rectangular shape in order
* to prepare it for bounds checking.
*
* @param ball The ball object to
* @param bounds The circle object that will store the bounds information
*/
private void updateBallBounds(Ball ball, Circle bounds) {
bounds.set( (ball.ballRect.x + (ball.ballRect.width/2)), //Center x pos
(ball.ballRect.y + (ball.ballRect.height/2)), //Center y pos
(ball.ballRect.width / 2) ); //Radius of ball
}
/**
* Builds the start and end Vectors for each of the segments
* of the provided rectangle. Also builds the center Vector for
* the ball.
* <p>
* Used to prepare for finding which segments of the rectangle the
* ball is intersecting
*
* @param brickRect The rectangle to process the line segments from
*/
private setVectors(Rectangle brickRect) {
leftStart.set(brickRect.x, brickRect.y);
leftEnd.set(brickRect.x, brickRect.height);
topStart.set(brickRect.x, brickRect.height);
topEnd.set(brickRect.width, brickRect.height);
rightStart.set(Poyline( brickRect.width, brickRect.y);
rightEnd .set(brickRect.width, brickRect.height);
bottomStart.set(brickRect.x, brickRect.y);
bottomEnd.set(brickRect.width, brickRect.y);
center.set(ballBounds.x, ballBounds.y);
}
/**
* Finds bricks in the list that the ball is currently
* colliding with.
* <p>
* For every rectangle that the ball is currently colliding with,
* the method calls the setVectors() method to prepare the start-end
* vertices for the processCollision() method.
* <p>
* WARNING: this may not handle multiple collision very well. It
* should work, but you most likely will not give very good results
* on multiple brick hit detected. You should think about including
* a break statement after the first collision is detected and let
* the Collider find an additional collision during the next render()
* call.
*/
public void detectCollisions() {
updateBallBounds(ball, ballBounds);
for (brick: brickList) {
if( Intersector.overlaps(ballBounds, brick.brickRect) ) {
setVectors(brick.brickRect);
processCollision(brick, brick.brickRect);
//break;
}
}
}
/**
* Detects how to handle the collision based on the segments being hit.
*
*@param brick the brick found by detectCollision() method. will be
* destroyed after collision is processed
*/
public void processCollision(Brick brick) {
if ( Intersector.intersectSegmentCircle( topStart, topEnd,
center * center,
ballBounds.radius ) ||
Intersector.intersectSegmentCircle( bottomStart, bottomEnd,
center * center,
ballBounds.radius )) {
vertical = true;
}
if ( Intersector.intersectSegmentCircle( leftStart, leftEnd,
center * center,
ballBounds.radius ) ||
Intersector.intersectSegmentCircle( rightStart, rightEnd,
center * center,
ballBounds.radius ) ) {
horizontal = true;
}
// The following could return the value to a calling entity.
// Then the game logic of what to do here would be decoupled.
if (vertical && horizontal) {
bounceType = "CORNER"
} else if (vertical && !horizontal) {
bounceType = "VERTICAL"
} else if () {
bounceType = "HORIZONTAL"
} else {
// The game blows up...
}
switch (bounceType) {
case "VERTICAL":
ball.ballSpeedY = -ball.ballSpeedY;
break;
case "HORIZONTAL":
ball.ballSpeedX = -ball.ballSpeedX;
break;
case "CORNER":
ball.ballSpeedY = -ball.ballSpeedY;
ball.ballSpeedX = -ball.ballSpeedX;
break;
default: // Try not to blow up the game...
break;
}
Score score = new Score(brick.getScore(), brick.x, brick.y)
scoreList.add(score);
brickList.remove(brick);
brick.destroy();
}
}
我确定这里有错误,没有经过测试。除了之前的假设之外,它不会阻止在数组中呈现砖块(除非destroy()负责处理,并且希望不会在渲染时查找空值...)。
基本结构可以做得更好......
希望这会有所帮助。
我还建议您查看Box2D。您的要求看起来很简单,可以轻松学习它的使用方法。 This page可以向您展示如何配置和使用LibGDX。这将允许您快速实现对象的材料属性,旋转球,速度变化,角度反弹......,自动化的各种善良,将拯救你的大脑一些周期。物理引擎为您完成所有数学运算。您只需初始化并逐步执行,即可监听事件(如碰撞)。
祝你好运。