对角线运动的碰撞检测

时间:2016-04-17 17:17:58

标签: java collision-detection

碰撞检测系统我用于我的小游戏工作。它能够分辨出玩家何时直接进入墙壁。然而,当玩家走向对角线时,它会穿过墙壁。我真的不明白问题出在哪里。

以下代码来自处理播放器的类:

public void run()
    {
        running = true;

        while(running)
        {

            //Get the key/s pressed
            controls.update();


            //Move down
            if (controls.down)
            {
                movePlayerDown(this.thisPlayer.getSpeed());
            }
            //Move up
            if (controls.up)
            {
                movePlayerUp(this.thisPlayer.getSpeed());
            }

            //Move right
            if (controls.right)
            {
                movePlayerRight(this.thisPlayer.getSpeed());
            }
            //Move left
            else if (controls.left)
            {
                movePlayerLeft(this.thisPlayer.getSpeed());
            }



            try
            {
                Thread.sleep(this.sleep);
            }
            catch (InterruptedException e)
            {
                e.printStackTrace();
            }

        }
    }


    public void movePlayerRight(int dx)
    {
        //Gets the tile at what would be the new coordinates of the player
        Tile tile  = currentLevel.getTile(this.thisPlayer.getX() + dx + this.thisPlayer.getWidth(), this.thisPlayer.getY());
        //IF the tile is null or not solid then the player is actually moved
        if (tile == null || !tile.isSolid())
        {
            this.thisPlayer.setX(this.thisPlayer.getX() + dx);
        }
    }


    public void movePlayerLeft(int dx)
    {
        //Gets the tile at what would be the new coordinates of the player
        Tile tile = currentLevel.getTile(this.thisPlayer.getX() - dx, this.thisPlayer.getY());
        //IF the tile is null or not solid then the player is actually moved
        if (tile == null || !tile.isSolid())
        {
            this.thisPlayer.setX(this.thisPlayer.getX() - dx);
        }
    }


    public void movePlayerDown(int dy)
    {
        //Gets the tile at what would be the new coordinates of the player
        Tile tile = currentLevel.getTile(this.thisPlayer.getX(), this.thisPlayer.getY() + dy + this.thisPlayer.getHeight());
        //IF the tile is null or not solid then the player is actually moved
        if (tile == null || !tile.isSolid())
        {
            this.thisPlayer.setY(this.thisPlayer.getY() + dy);
        }
    }


    public void movePlayerUp(int dy)
    {
        //Gets the tile at what would be the new coordinates of the player
        Tile tile = currentLevel.getTile(this.thisPlayer.getX(), this.thisPlayer.getY() - dy);
        //IF the tile is null or not solid then the player is actually moved
        if (tile == null || !tile.isSolid())
        {
            this.thisPlayer.setY(this.thisPlayer.getY() - dy);
        }
    }

下一个代码块是getTile()方法:

public Tile getTile(int x, int y)
    {
        for (int r = 0; r < worldTiles.length; r++)
        {
            for (int c = 0; c < worldTiles[r].length; c++)
            {
                if (worldTiles[r][c] != null)
                {
                    int right = worldTiles[r][c].getX() + worldTiles[r][c].getWidth();
                    int bottom = worldTiles[r][c].getY() + worldTiles[r][c].getHeight();

                    if (x > worldTiles[r][c].getX() && x < right && y > worldTiles[r][c].getY() && y < bottom)
                    {
                        return worldTiles[r][c];
                    }
                }
            }
        }

1 个答案:

答案 0 :(得分:0)

a)你没有定义tile == null的条件 - 这是为了进一步考虑

b)测试每个事件的逻辑如下 - 一次一个键

library(shiny)
ui <- fluidPage(

  textOutput("text_1")
  textOutput("text_2")

)

server <- function(input, output) {

  output$text_1<- renderText({ "Hi" })                          #standard
  assign(paste0("output$text_",2), renderText({ "Hello" }) )    #sth. I would like to do

}

shinyApp(ui = ui, server = server)

睡眠应该从那里移除,因为它会阻碍程序并可能丢失事件。

c)事件应该从关键事件处理程序触发,而不是有一个去那里并获取它们。

事实上,我会将整个逻辑反转如下:

        //Move down
        if (down)
        {
            movePlayerDown(this.thisPlayer.getSpeed());
        }
        //Move up
        else if (up)
        {
            movePlayerUp(this.thisPlayer.getSpeed());
        }

        //Move right
        else if (right)
        {
            movePlayerRight(this.thisPlayer.getSpeed());
        }
        //Move left
        else if (left)
        {
            movePlayerLeft(this.thisPlayer.getSpeed());
        }

其中

void keyPressed(event) {
  sendEvent(event)
}

替换你的while循环。