最近我一直在使用Polygon类来制造小行星以及子弹和宇宙飞船。我目前正在尝试为程序创建碰撞检测,但似乎碰撞检测仅在1/5的时间内工作(没有出现模式为什么它起作用)。
这是代码.. 创建多边形:
SELECT wp_posts.*,MONTH(wp_posts.man_date) as month
FROM wp_posts INNER JOIN wp_term_relationships ON (wp_posts.ID = wp_term_relationships.object_id)
INNER JOIN wp_term_taxonomy
ON (wp_term_relationships.term_taxonomy_id = wp_term_taxonomy.term_taxonomy_id)
INNER JOIN wp_locations
ON (wp_posts.ID = wp_locations.post_id)
WHERE wp_term_taxonomy.taxonomy = 'tipo_manifestazione'
AND wp_term_taxonomy.term_id = 97 AND wp_posts.post_type = 'manifestazione' AND MONTH(wp_posts.man_date) = 4
AND wp_posts.post_status = 'publish'
AND wp_posts.vip = 'NULL'
AND wp_locations.continente LIKE '%Brescia%'
OR wp_locations.nazione LIKE '%Brescia%'
OR wp_locations.regione LIKE '%Brescia%'
OR wp_locations.citta LIKE '%Brescia%'
OR wp_locations.luogo LIKE '%Brescia%'
GROUP BY wp_posts.ID
ORDER BY wp_posts.ID DESC
旋转并移动多边形:
void renderPoly() {
int j;
int s = sides;
double r, angle;
int x, y;
for (j = 0; j < s; j++) {
angle = 2 * Math.PI / s * j;
r = MIN_ROCK_SIZE + (int) (Math.random() * (MAX_ROCK_SIZE - MIN_ROCK_SIZE));
x = (int) (r * Math.cos(angle));
y = (int) (r * -Math.sin(angle));
cOM[0] += x;
cOM[1] += y;
pointData[j][0] = x;
pointData[j][1] = y;
}
cOM[0] /= asteroidShape.npoints;
cOM[1] /= asteroidShape.npoints;
for (int i = 0; i < asteroidShape.npoints; i++) {
pointData[i][0] += cOM[0];
pointData[i][1] += cOM[1];
}
}
检查是否触摸子弹:
void move() {
int x, y, i;
//change rotation
theta += rotVel;
//change x
asteroidData[0] += deltaX;
//change y
asteroidData[1] += deltaY;
for (i = 0; i < asteroidShape.npoints; i++) {
x = (int) (pointData[i][0] * Math.cos(theta) - pointData[i][1] * Math.sin(theta) );
y = (int) (pointData[i][0] * Math.sin(theta) + pointData[i][1] * Math.cos(theta) );
asteroidShape.xpoints[i] = x + asteroidData[0];
asteroidShape.ypoints[i] = y + asteroidData[1];
asteroidShape.invalidate();
}
}
(除了构造函数需要一个ship对象之外,ship方法是相同的)
以及在“游戏”类中调用它的循环:
boolean hitBullet(Bullet b) {
this.asteroidShape.invalidate();
for (int i = 0; i < b.bulletShape.npoints; i++)
if (this.asteroidShape.contains(b.bulletShape.xpoints[i], b.bulletShape.ypoints[i]) )
return true;
for (int j = 0; j < this.asteroidShape.npoints; j++)
if (b.bulletShape.contains(this.asteroidShape.xpoints[j], this.asteroidShape.ypoints[j]) )
return true;
return false;
}
我一直在寻找替代解决方案,例如分离轴定理,但我有时会有凸多边形,因为这个方法(.contains())已经存在,我想使用它。
任何帮助将不胜感激,谢谢!
答案 0 :(得分:1)
我发现解决此问题的简便方法是将Shapes
(在您的情况下为Polygon(2D?))转换为Areas。您可以使用Area.intersect(Area)查看两个区域是否发生冲突