我正在使用flash制作小型互动游戏来学习AS3,现在我遇到了一个需要帮助的问题。
我需要使用hitTestObject
功能检查播放器和墙壁之间的碰撞,这通常很简单。
但是现在我制作了一个完全围绕玩家的墙壁物体,走廊和转弯,可以说是一个碰撞操场。
现在,当我使用hitTestObject
函数检查玩家是否与墙壁发生碰撞时,它告诉我它总是发生碰撞,因为玩家对象位于墙对象的范围内。
所以假设我对错误是正确的: 当我在墙面物体的边界内但没有碰到那个物体的实际墙壁时,如何防止碰撞?
答案 0 :(得分:1)
你需要使用一个库,我使用这个类:
package
{
import flash.display.BitmapData;
import flash.display.BitmapDataChannel;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.DisplayObjectContainer;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
/**
* Use isColliding to test for a collision between two sprites.
*
* @author Troy Gilbert
* @author Alexander Schearer <aschearer@gmail.com>
*/
public class CollisionDetection
{
/** Get the collision rectangle between two display objects. **/
public static function getCollisionRect(target1:DisplayObject, target2:DisplayObject, commonParent:DisplayObjectContainer, pixelPrecise:Boolean = true, tolerance:Number = 0):Rectangle
{
// get bounding boxes in common parent's coordinate space
var rect1:Rectangle = target1.getBounds(commonParent);
var rect2:Rectangle = target2.getBounds(commonParent);
// find the intersection of the two bounding boxes
var intersectionRect:Rectangle = rect1.intersection(rect2);
if (intersectionRect.size.length> 0)
{
if (pixelPrecise)
{
// size of rect needs to integer size for bitmap data
intersectionRect.width = Math.ceil(intersectionRect.width);
intersectionRect.height = Math.ceil(intersectionRect.height);
// get the alpha maps for the display objects
var alpha1:BitmapData = getAlphaMap(target1, intersectionRect, BitmapDataChannel.RED, commonParent);
var alpha2:BitmapData = getAlphaMap(target2, intersectionRect, BitmapDataChannel.GREEN, commonParent);
// combine the alpha maps
alpha1.draw(alpha2, null, null, BlendMode.LIGHTEN);
// calculate the search color
var searchColor:uint;
if (tolerance <= 0)
{
searchColor = 0x010100;
}
else
{
if (tolerance> 1) tolerance = 1;
var byte:int = Math.round(tolerance * 255);
searchColor = (byte <<16) | (byte <<8) | 0;
}
// find color
var collisionRect:Rectangle = alpha1.getColorBoundsRect(searchColor, searchColor);
collisionRect.x += intersectionRect.x;
collisionRect.y += intersectionRect.y;
return collisionRect;
}
else
{
return intersectionRect;
}
}
else
{
// no intersection
return null;
}
}
/** Gets the alpha map of the display object and places it in the specified channel. **/
private static function getAlphaMap(target:DisplayObject, rect:Rectangle, channel:uint, commonParent:DisplayObjectContainer):BitmapData
{
// calculate the transform for the display object relative to the common parent
var parentXformInvert:Matrix = commonParent.transform.concatenatedMatrix.clone();
parentXformInvert.invert();
var targetXform:Matrix = target.transform.concatenatedMatrix.clone();
targetXform.concat(parentXformInvert);
// translate the target into the rect's space
targetXform.translate(-rect.x, -rect.y);
// draw the target and extract its alpha channel into a color channel
var bitmapData:BitmapData = new BitmapData(rect.width, rect.height, true, 0);
bitmapData.draw(target, targetXform);
var alphaChannel:BitmapData = new BitmapData(rect.width, rect.height, false, 0);
alphaChannel.copyChannel(bitmapData, bitmapData.rect, new Point(0, 0), BitmapDataChannel.ALPHA, channel);
return alphaChannel;
}
/** Get the center of the collision's bounding box. **/
public static function getCollisionPoint(target1:DisplayObject, target2:DisplayObject, commonParent:DisplayObjectContainer, pixelPrecise:Boolean = false, tolerance:Number = 0):Point
{
var collisionRect:Rectangle = getCollisionRect(target1, target2, commonParent, pixelPrecise, tolerance);
if (collisionRect != null && collisionRect.size.length> 0)
{
var x:Number = (collisionRect.left + collisionRect.right) / 2;
var y:Number = (collisionRect.top + collisionRect.bottom) / 2;
return new Point(x, y);
}
return null;
}
/** Are the two display objects colliding (overlapping)? **/
public static function isColliding(target1:DisplayObject,
target2:DisplayObject,
commonParent:DisplayObjectContainer,
pixelPrecise:Boolean = false,
tolerance:Number = 0):Boolean
{
var collisionRect:Rectangle = getCollisionRect(target1, target2, commonParent, pixelPrecise, tolerance);
if (collisionRect != null && collisionRect.size.length> 0) return true;
else return false;
}
}
}
答案 1 :(得分:1)
M28提供的课程实际上是一个交集而不是碰撞课程(Grant Skinner是第一个在AS 2.0中提供一个课程的人)
你可以选择一个小项目,但要记住它没有CCD(连续碰撞检测)
话虽这么说,如果你的玩家的速度大于墙宽,你可以看到他神奇地穿过墙壁。
如果您认为您的项目更复杂,我相信您可以使用像Box2DFlash那样具有CCD的2D物理引擎