C#如何在两个对象之间识别冲突

时间:2018-05-09 16:55:58

标签: c# .net winforms oop

Form1.cs的

namespace SpaceInvadersV3
{
public partial class Form1 : Form
{
    public bool isPressed;
    Shooter player;
    List<Missile> bullet;
    List<Enemy> pirate;
    Boundary bottom;
    Boundary top;
    Boundary left;
    Boundary right;



    public Form1()
    {
        InitializeComponent();

        player = new Shooter(450,460);
        bullet = new List<Missile>();
        pirate = new List<Enemy>();
        for (int i = 0; i < 10; i++)
        {
            Enemy temp = new Enemy();
            pirate.Add(temp);         
        }
    }

    private void timer1_Tick(object sender, EventArgs e)
    {
        player.Move();
        foreach (Missile b in bullet)
        {
            b.Move();
        }

        foreach (Enemy p in pirate)
        {
            p.Move();
        }

        pictureBox1.Invalidate();

        if (IsColliding(player, pirate) == true) 
        {
            gameOver();
        }
    }
"pirate"中的

错误表示无法从'System.Collections.Generic.List<SpaceInvadersV3.Enemy>'转换为'SpaceInvadersV3.Enemy'我尝试更改'IsColliding'下面的(Enemy b)函数} (List<Enemy> b)然后它无法识别b.Bottom,并说List<Enemy>不包含Bottom的定义。

    // Keybinds
    private void Form1_KeyDown(object sender, KeyEventArgs e)
    {
        if (e.KeyCode == Keys.A)
        {
            player.goleft = true;
        }

        if (e.KeyCode == Keys.D)
        {
            player.goright = true;
        }

        if (e.KeyCode == Keys.W)
        {
            player.goup = true;
        }

        if (e.KeyCode == Keys.S)
        {
            player.godown = true;
        }

        if (e.KeyCode == Keys.Space)
        {
            Missile temp = new Missile(player.x, player.y);
            bullet.Add(temp);
        }

    }

    private void Form1_KeyUp(object sender, KeyEventArgs e)
    {
        if (e.KeyCode == Keys.A)
        {
            player.goleft = false;
        }

        if (e.KeyCode == Keys.D)
        {
            player.goright = false;
        }

        if (e.KeyCode == Keys.W)
        {
            player.goup = false;
        }

        if (e.KeyCode == Keys.S)
        {
            player.godown = false;
        }

    }
        // keybinds

    private void pictureBox1_Paint(object sender, PaintEventArgs e)
    {
        player.Draw(e.Graphics);

        foreach (Missile b in bullet)
        {
            b.Draw(e.Graphics);
        }

        foreach (Enemy p in pirate)
        {
            p.Draw(e.Graphics);
        }
    }

    private bool IsColliding(Shooter a, Enemy b)
    {
        bool colliding = true; // presume collision
        if (a.Top() > b.Bottom())
        {
            colliding = false;
        }
        return colliding;
    }

    private void gameOver()
    {
        timer1.Stop();
        MessageBox.Show("you died");
    }
}
}

Box.cs,其中Enemy和Shooter类都继承自

using System.Drawing;

namespace SpaceInvadersV3
{
class Box
{
    public Image pic;
    public float x;
    public float y;
    public float speed;





    public Box()
    {
        x = 0;
        y = 0;
        speed = 0;
    }
    // Image Resizing Code
    public static Image resizeImage(Image imgToResize, Size size)
    {
        return (Image)(new Bitmap(imgToResize, size));
    }
    // image resizing code


    public void Draw(Graphics g)
    {
        g.DrawImage(pic, x, y);
    }

    public float Width()
    {
        return pic.Width;
    }

    public float Height()
    {
        return pic.Height;
    }

    public float Left()
    {
        return x;
    }

    public float Right()
    {
        return x + Width();
    }

    public float Top()
    {
        return y;
    }

    public float Bottom()
    {
        return y + Height();
    }



}
}

我不认为Shooter和Enemy课程是否真的相关,但如果你需要它们,我会发布它们。谢谢你的帮助。

1 个答案:

答案 0 :(得分:4)

if (IsColliding(player, pirate) == true) 

首先,永远不要写那个。如果确实这些正在发生碰撞&#34;那看起来很业余。说&#34;如果这些事情发生冲突&#34;:

if (IsColliding(player, pirate))

同样,更喜欢if (!whatever)if (whatever == false)

其次,请使用复数名词收集。那应该是pirates,而不是pirate。你想强调它有一组给读者。

  

&#34;盗版错误&#34;说它无法转换为&#39; List&#39;到了敌人&#39;

你的IsColliding需要一名射手和一名敌人,但是你正在给它一个射手和敌人名单。 IsColliding并不知道如何处理。

您已经知道如何修复它。你想要移动每个敌人,所以你写道:

foreach (Enemy p in pirate)
{
    p.Move();
}

现在你要检查每个敌人的碰撞,所以做同样的事情:

foreach (Enemy p in pirate)
{
    if (IsColliding(player, p)) { ... }
}

您最终将学习的高级技术是在序列上使用查询理解

var collisions = from p in pirate 
                 where IsColliding(player, p) 
                 select p;
foreach (Enemy p in collisions)
{
  ... handle the collision...
}

但是在你试图跑步之前学会走路。