(Actionscript 3.0)可拖动对象的碰撞检测?

时间:2017-02-05 00:20:29

标签: actionscript-3 flash

我目前正在开发一款新的Flash游戏,这是一款滑动益智游戏。然而,大多数棋子的形状不像标准滑动益智游戏中的方形,这使得棋子之间的碰撞检测更加困难。我决定尝试编制黄色L和白色L片之间的碰撞检测,每个片都是100X100正方形,角落切掉50X50平方。反正有没有给他们碰撞检测,以便他们不能相互重叠?

java.security.*

1 个答案:

答案 0 :(得分:0)

这是我在俄罗斯方块式游戏中使用的碰撞检查。它在我的Main.as文件中。

    private function checkCollision(f:GameField):Boolean{
        var p:Piece = f.activePiece;
        var a:Array = f.blockArray;
        for (var j:int = 0; j < p.numChildren; j++){
            var b:Block = p.getChildAt(j) as Block;
            // check walls, your will probably have four instead of 3
            if (b.hitTestObject(f.leftWall) || b.hitTestObject(f.rightWall) || b.row + b.rowLocal >= f._rows){
                return true;
            }
        }
        // check all the blocks in f.blockArray
        for (var i:int = 0; i < a.length; i++){
            // check the moving PIECE against all other BLOCKS
            if (p.hitTestObject(a[i])){
                // check every child of the PIECE (these will be the blocks) 
                for (var j:int = 0; j < p.numChildren; j++){
                    // excluding the BLOCKS in the moving PIECE
                    if (p.getChildAt(j).parent != a[i].parent){
                        var b:Block = p.getChildAt(j) as Block;
                        // finally, BLOCK vs BLOCK collision check
                        if (b.hitTestObject(a[i])){
                            return true;
                        }
                    }
                }
            }
        }
        return false;
    }

这是我的Piece类的构造函数:

    public function Piece(f:GameField,shape:Array,color:uint) 
    {
        makeGrid();
        f.addChild(this);
        // the shape array passed to this constructor is shown at the end of my post
        _shape = shape;
        addBlocks(f,shape,color);
    }

    private function addBlocks(f:GameField, shape:Array, color:uint):void{
        _shape = shape;
        for (var i:int = 0; i < shape.length; i++){
            var b:Block = new Block(color);

            // this uses the Array passed as var "shape" to tell where the block will be in relation to the center of rotation of the Piece instance
            b.rowLocal = shape[i].y+2;
            b.columnLocal = shape[i].x+2;

            // this tells the brick its starting column and row are 
            b.row = -2;
            b.column = 3;

            // this is the sum of the local and global coordinates
            b.y = (b.rowLocal + b.row) * Main.UNIT_SIZE;
            b.x = (b.columnLocal + b.column) * Main.UNIT_SIZE;

            // put the block on the display list
            addChild(b);

            // add the block to the array to use for collision checks in the Main doc
            f.blockArray.push(b);
        }
    }

Block类只是扩展精灵并绘制一个正方形(我的一些好东西不需要在这里应用,所以我不会发布它。)

最后调用Piece构造函数以及传递给它的shape数组的示例。

        var newP:Piece = new Piece(f, arr, color);

和形状数组:

        _shapeArray = [
        {shape:new Array(new Point (-2, 0), new Point (-1, 0), new Point (0, 0), new Point (1, 0)),color:_colorArray[0]}, // I
        {shape:new Array(new Point (-1, -1), new Point (-1, 0), new Point (0, 0), new Point (0, -1)),color:_colorArray[1]}, // O
        {shape:new Array(new Point (-2, -1), new Point (-1, -1), new Point (-1, 0), new Point (0, 0)),color:_colorArray[2]}, // Z
        {shape:new Array(new Point (-2, 0), new Point (-1, 0), new Point (-1, -1), new Point (0, -1)),color:_colorArray[3]}, // S
        {shape:new Array(new Point (-2, 0), new Point (-1, 0), new Point (0, 0), new Point (-2, -1)),color:_colorArray[4]}, // J
        {shape:new Array(new Point (-2, 0), new Point (-1, 0), new Point (0, 0), new Point (0, -1)),color:_colorArray[5]}, // L
        {shape:new Array(new Point (-2, 0), new Point (-1, 0), new Point (0, 0), new Point (-1, -1)),color:_colorArray[6]}  // T
        ];

总结:

  1. 创建一个扩展Sprite的Block类
  2. 制作包含的棋子类以您选择的形状排列的块实例。
  3. 在相关的块块之间进行碰撞检查。
  4. 修改

      

    这看起来可行。但是,我还有一个问题:checkCollision()返回一个布尔值,但我用该布尔值做什么?如果布尔值为true,我如何使对象无法交叉?

    这就是我实现的方式。允许对象相互交叉,然后调用

    if (checkCollision(f)) {
        // check collision returned true
        // so reverse the last move 
        // before finishing this game loop
    }