在我自上而下的游戏中,当我穿过婴儿床时,如何让我的玩家碰撞? 我正在使用intersectRectangles。
这是我的代码
Rectangle player = new Rectangle();
Rectangle babycrib = new Rectangle();
Rectangle intersection = new Rectangle();
// Load the sprite sheet as a texture
cat = new Texture(Gdx.files.internal("spriteCatsheet.png"));
catsprite = new Sprite(cat);
player = new Rectangle();
player.x = Gdx.graphics.getWidth() - player.width - 350;
baby = new Texture(Gdx.files.internal("baby.png"));
sprite_baby = new Sprite(baby);
babycrib = new Rectangle();
sprite_baby.setPosition(180,4000);
更新方法
public void update(){
deltaTime = Gdx.graphics.getDeltaTime();
camera.update();
}
在渲染方法
中// check collision
Intersector.intersectRectangles(player, babycrib, intersection);
if(intersection.x > player.x)
//Intersects with right side
if(intersection.y > player.y)
//Intersects with top side
if(intersection.x + intersection.width < player.x + player.width)
//Intersects with left side
if(intersection.y + intersection.height < player.y + player.height)
//Intersects with bottom side
Intersector.overlaps(player,babycrib);
这是完整的代码
public class GameScreen implements Screen ,InputProcessor {
final MyGdxGame game;
// Constant rows and columns of the sprite sheet
private static final int FRAME_COLS = 8, FRAME_ROWS = 4;
private boolean peripheralAvailable;
// Objects used
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
Texture left_paw,right_paw;
Texture baby,cat;
SpriteBatch spriteBatch;
Sprite catsprite,sprite_baby;
ImageButton moveBackward,moveForward;
Viewport viewport;
private Stage stage;
private static float fade;
// A variable for tracking elapsed time for the animation
float stateTime;
private TextureRegion myTextureRegion;
TextureRegion textureRegion;
private TextureRegionDrawable myTexRegionDrawable;
OrthographicCamera camera;
Rectangle player = new Rectangle();
Rectangle babycrib = new Rectangle();
Rectangle intersection = new Rectangle();
float deltaTime;
int progressKnobX = 18;
Float fadeTime = 1f;
public GameScreen(final MyGdxGame game) {
this.game = game;
stage = new Stage(new StretchViewport( 720, 1280));
camera = new OrthographicCamera(1280 ,720);
Gdx.input.setCatchBackKey(true);
camera.update();
Gdx.graphics.setContinuousRendering(true);
Gdx.graphics.requestRendering();
camera.setToOrtho(false, 720, 1280);
Gdx.input.setInputProcessor(stage);
spriteBatch = new SpriteBatch();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.input.setInputProcessor( this);
peripheralAvailable = Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer);
viewport = new ScreenViewport();
baby = new Texture(Gdx.files.internal("equip/baby.png"));
sprite_baby = new Sprite(baby);
babycrib = new Rectangle();
sprite_baby.setPosition(180,4000);
// Load the sprite sheet as a texture
cat = new Texture(Gdx.files.internal("spriteCatsheet.png"));
catsprite = new Sprite(cat);
player = new Rectangle();
player.x = Gdx.graphics.getWidth() - player.width - 350; //250; //550 // 410
// Use the split utility method to create a 2D array of TextureRegions. This is
// possible because this sprite sheet contains frames of equal size and they are
// all aligned.
TextureRegion[][] tmp = TextureRegion.split(cat, cat.getWidth() / FRAME_COLS , cat.getHeight()/ FRAME_ROWS);
// Place the regions into a 1D array in the correct order, starting from the top
// left, going across first. The Animation constructor requires a 1D array.
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
// Initialize the Animation with the frame interval and array of frames
walkAnimation = new Animation<TextureRegion>(0.099f, walkFrames);
// Instantiate a SpriteBatch for drawing and reset the elapsed animation
// time to 0
spriteBatch = new SpriteBatch();
stateTime = 0f;
//left_control
left_paw = new Texture(Gdx.files.internal("left_paw.png"));
myTextureRegion = new TextureRegion(left_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
moveBackward = new ImageButton(myTexRegionDrawable); //Set the button up
moveBackward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("left_paw.png"))));
//the hover
moveBackward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("left_paw_hover.png"))));
moveBackward.setPosition(10,25);
stage.addActor(moveBackward); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
moveBackward.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Left Button Pressed");
//Start Animation
progressKnobX = progressKnobX - 4;
Gdx.graphics.setContinuousRendering(true);
motionState=MotionState.NONE;
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
System.out.print("Released");
Gdx.graphics.setContinuousRendering(false);
motionState=MotionState.DOWN;
return true;
}
});
stage.addActor(moveBackward);
//right_control
right_paw = new Texture(Gdx.files.internal("right_paw.png"));
myTextureRegion = new TextureRegion(right_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
moveForward = new ImageButton(myTexRegionDrawable); //Set the button up
moveForward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw.png"))));
//the hover
moveForward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw-hover.png"))));
moveForward.setPosition(517,25);
stage.addActor(moveForward); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
moveForward.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Right Button Pressed");
progressKnobX = progressKnobX + 4;
motionState=MotionState.NONE;
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
motionState=MotionState.UP;
return true;
}
});
stage.addActor(moveForward);
}
public enum State
{
PAUSE,
RUN,
RESUME,
STOPPED
}
private State state = State.RUN;
MotionState motionState=MotionState.NONE;
enum MotionState {
NONE {
@Override
public boolean update(Rectangle player) {
return true;
}
},
UP {
@Override
public boolean update(Rectangle player) {
player.y += 300 * Gdx.graphics.getDeltaTime();
return false;
}
},
DOWN{
@Override
public boolean update(Rectangle player) {
player.y -= 300 * Gdx.graphics.getDeltaTime();
return false;
}
},
LEFT{
@Override
public boolean update(Rectangle player) {
player.x -= 100 * Gdx.graphics.getDeltaTime();
return false;
}
},
RIGHT{
@Override
public boolean update(Rectangle player) {
player.x += 100 * Gdx.graphics.getDeltaTime();
return false;
}
};
public abstract boolean update(Rectangle player);
}
@Override
public void show() {
}
public void update(){
deltaTime = Gdx.graphics.getDeltaTime();
camera.position.x += 10;
camera.position.y += 10;
camera.update();
}
@Override
public void render(float delta) {
// clear previous frame
Gdx.gl.glClearColor(0.294f, 0.294f, 0.294f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
camera.update();
update();
spriteBatch.begin();
stateTime += Gdx.graphics.getDeltaTime();
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
camera.position.x = player.getX() + 100; //190
camera.position.y = player.getY() + 180;
camera.position.x = 350;
update();
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.draw(currentFrame,player.x, player.y);
sprite_baby.draw(spriteBatch);
if(Gdx.input.isKeyPressed(Input.Keys.DOWN)) motionState = MotionState.DOWN;
if(Gdx.input.isKeyPressed(Input.Keys.UP)) motionState=MotionState.UP;
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)) motionState=MotionState.LEFT;
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)) motionState=MotionState.RIGHT;
if(motionState.update(player)) motionState=MotionState.NONE;
// check collision
Intersector.intersectRectangles(player, babycrib, intersection);
if(intersection.x > player.x)
//Intersects with right side
if(intersection.y > player.y)
//Intersects with top side
if(intersection.x + intersection.width < player.x + player.width)
//Intersects with left side
if(intersection.y + intersection.height < player.y + player.height)
//Intersects with bottom side
Intersector.overlaps(player,babycrib);
//Intersects with bottom side
if(!player.overlaps(babycrib)){
Gdx.app.log("babycrib overlaps", "yes");
}
//Mobile acceleration
if (Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer)) {
player.x -= Gdx.input.getAccelerometerX();
}
if (player.x < 0) {
player.x = 0;
player.x += Gdx.graphics.getDeltaTime() *20 *delta;
}
if (player.x > Gdx.graphics.getWidth()-player.getWidth() -150) {
player.x = Gdx.graphics.getWidth()-player.getWidth() -150;
}
if(this.state==State.RESUME) {
switch (state) {
case RUN:
//do suff here
break;
case PAUSE:
break;
case RESUME:
break;
default:
break;
}
}
spriteBatch.end();
stage.act(); //acting a stage to calculate positions of actors etc
stage.draw(); //drawing it to render all
}
@Override
public void resize(int width, int height) {
viewport.update(width, height);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
camera.update();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public boolean keyDown(int keycode) {
return false;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
@Override
public void hide() {
}
@Override
public void dispose() { // SpriteBatches and Textures must always be disposed
}
}
任何人都可以告诉我,矩形碰撞检测的正确实现是什么,没有重叠发生,我是这个框架的新手。谢谢并提前:)
答案 0 :(得分:1)
您可以使用player.contains(babycrib)
进行常规碰撞检测。您也可以使用Intersector
,但这也会计算重叠区域。
if (Intersector.intersectRectangles(player, babycrib, intersection))
{
//player and babycrib are intersecting...
if (intersection.contains(babyRoom))
{
//Collision happened in baby room.
}
}
答案 1 :(得分:1)
你的代码有些混乱,可能是因为你是这个框架的新手,所以我不能确切地说出了什么问题。
但是在碰撞检测时,您似乎只更新了宽度和高度为零的player
矩形的位置。也不改变具有零大小的babycrib
矩形的位置。
您正在使用:
babycrib
Rectangle
&lt; ----- FOR -------&gt; sprite_baby
Sprite
player
Rectangle
&lt; ----- FOR -----&gt; catsprite
Sprite
不要为Rectangle
Sprite
创建新的Sprite
,bounds
拥有Rectangle
类型的sprite_baby
数据成员,因此请使用bounds而不是new Rectangle。< / p>
每当您想要使用sprite_baby.getBoundingRectangle()
矩形时使用catsprite
,并希望catsprite.getBoundingRectangle()
的矩形使用Sprite
。
如果您不想在代码中更改更多内容,请将Rectangle
的矩形引用保存到sprite_baby = new Sprite(baby);
babycrib = sprite_baby.getBoundingRectangle();
变量,例如
catsprite = new Sprite(cat);
player = catsprite.getBoundingRectangle();
和
.test {
color: gray;
font-size: 100px;
line-height: 1em;
text-shadow: 3px 3px #00d44a;
mix-blend-mode: hard-light;
z-index: 2;
position: absolute;
}
.bkg {
width: 600px;
height: 200px;
top: 0px;
left: 0px;
position: absolute;
background-image: url(http://lorempixel.com/400/200/);
background-size: cover;
z-index: 1;
}
答案 2 :(得分:0)
设置矩形的宽度和高度,例如:
player = new Rectangle();
player.setWidth( catsprite.getWidth() );
player.setHeight( catsprite.getHeight() );
babycrib = new Rectangle();
babycrib.setWidth( babysprite.getWidth() );
babycrib.setHeight( babysprite.getHeight() );