我正在用Monogame编写的基于2D磁贴的游戏中的碰撞编码。我遇到了一个问题,如果我的播放器一次站在2个图块上,它会开始抽动,因为冲突解决程序运行了2次,我希望它只运行一次。我该怎么做?这是我的代码:
public void HandleCollisions()
{
Rectangle plyRect = ply.GetBounds(); //get player rectangle
Vector2 currentPos = new Vector2(plyRect.X, plyRect.Y); //get player current position
Vector2 xy = new Vector2( (float)Math.Floor((ply.pos.X + ply.tex.Width) / world.tileSize),
(float)Math.Floor((ply.pos.Y + ply.tex.Height) / world.tileSize)); //get tiles position based on player position
for (int x = (int)xy.X - 4; x <= (int)xy.X + 4; x++) //run through tiles near the player
{
for (int y = (int)xy.Y - 4; y <= (int)xy.Y + 4; y++)
{
if (x >= 0 && y >= 0 && x < world.GetWorldSize().X && y < world.GetWorldSize().Y) //check if tiles are within map
{
if (world.tiles[x, y] != null)
{
if (world.tiles[x, y].collision == Tile.Collision.SOLID) //check if tile is solid
{
Rectangle tileRect = world.tiles[x, y].GetRect(); //get the tiles rectangle
if (plyRect.Intersects(tileRect)) //check if intersecting
{
Vector2 depth = RectangleExtension.GetIntersectionDepth(plyRect, tileRect); //get intersecting depth
if (depth != Vector2.Zero)
{
float absDepthX = Math.Abs(depth.X);
float absDepthY = Math.Abs(depth.Y);
if (absDepthY < absDepthX)
{
currentPos = new Vector2(currentPos.X, currentPos.Y + depth.Y); //resolve Y collision first
}
else
{
currentPos = new Vector2(currentPos.X + depth.X, currentPos.Y); //then resolve X collision
}
}
}
}
}
}
}
}
ply.pos = currentPos; //set player position after the checking is done
}
答案 0 :(得分:1)
一旦检测到一个冲突,就使用break中断for循环;声明