XNA矩形交集

时间:2011-04-12 14:11:19

标签: c# xna

我最近开始进行XNA开发并且在过去有一些(非常有限的)经验,我决定尝试制作一个Pong克隆来看看我能记得多少。我所知道的大部分内容都回到了我身上,但我在蝙蝠和球之间的碰撞检测方面遇到了问题。我有3个矩形设置为更新位置以及我正在使用的精灵,当球形矩形与球形矩形相交时,我将球的X速度乘以-1。然而,这会产生一种不寻常的效果,球在球棒周围反弹,如this video所示。我在这里做错了什么?

以下是这个项目的代码(很差,我知道):

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Pong
{

public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;

    System.Random generator = new Random();

    Texture2D ball;
    Texture2D bat1;
    Texture2D bat2;
    Texture2D middle;

    Vector2 midPos;
    Vector2 bat1Pos;
    Vector2 bat2Pos;
    Vector2 ballPos;
    Vector2 ballVelo;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }

    protected override void Initialize()
    {
        base.Initialize();
    }

    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch(GraphicsDevice);

        //Load sprites
        ball = Content.Load<Texture2D>(@"sprites/pongball");
        bat1 = Content.Load<Texture2D>(@"sprites/pongbat");
        bat2 = Content.Load<Texture2D>(@"sprites/pongbat");
        middle = Content.Load<Texture2D>(@"sprites/pongmiddle");

        //Set default sprite positions
        midPos.X = (Window.ClientBounds.Width / 2) - 5;
        midPos.Y = 0;

        bat1Pos.X = 10;
        bat1Pos.Y = (Window.ClientBounds.Height/2) - 50;

        bat2Pos.X = Window.ClientBounds.Width - 20;
        bat2Pos.Y = (Window.ClientBounds.Height/2) - 50;

        ballPos.X = (Window.ClientBounds.Width / 2) - 5;
        ballPos.Y = (Window.ClientBounds.Height / 2) - 5;

        //Generate random ball velocity
        ballVelo.X = generator.Next(5,10);
        ballVelo.Y = generator.Next(4, 7);
    }

    protected override void UnloadContent()
    {

    }

    protected override void Update(GameTime gameTime)
    {


        //Update rectangle values
        Rectangle bat1Rect = new Rectangle((int)bat1Pos.X, (int)bat1Pos.Y, 10, 100);
        Rectangle bat2Rect = new Rectangle((int)bat2Pos.X, (int)bat2Pos.Y, 10, 100);
        Rectangle ballRect = new Rectangle((int)ballPos.X, (int)ballPos.Y, 10, 100);

        //Move ball
        ballPos += ballVelo;

        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();
        if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            this.Exit();

        //Bat 1 movement and restriction
        if (Keyboard.GetState().IsKeyDown(Keys.Up))
            bat1Pos.Y -= 4;

        if (Keyboard.GetState().IsKeyDown(Keys.Down))
            bat1Pos.Y += 4;

        if (bat1Pos.Y <= 0)
            bat1Pos.Y = 0;

        if (bat1Pos.Y >= Window.ClientBounds.Height - 100)
            bat1Pos.Y = Window.ClientBounds.Height - 100;


        //Bat 2 movement and restriction
        if (Keyboard.GetState().IsKeyDown(Keys.W))
            bat2Pos.Y -= 4;

        if (Keyboard.GetState().IsKeyDown(Keys.S))
            bat2Pos.Y += 4;

        if (bat2Pos.Y <= 0)
            bat2Pos.Y = 0;

        if (bat2Pos.Y >= Window.ClientBounds.Height - 100)
            bat2Pos.Y = Window.ClientBounds.Height - 100;

        //Ball movement restrictions
        if (ballPos.X <= 0)
            ballVelo.X *= -1;

        if (ballPos.Y <= 0)
            ballVelo.Y *= -1;

        if (ballPos.X >= Window.ClientBounds.Width - 5)
            ballVelo.X *= -1;

        if (ballPos.Y >= Window.ClientBounds.Height - 5)
            ballVelo.Y *= -1;


        //Collision detection between bats and ball
        if (ballRect.Intersects(bat1Rect))
        {
            ballVelo.X *= -1;
        }

        if (ballRect.Intersects(bat2Rect))
        {
            ballVelo.X *= -1;
        }

        base.Update(gameTime);
    }

    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.Black);

        spriteBatch.Begin();
        spriteBatch.Draw(middle, midPos, Color.White);
        spriteBatch.Draw(bat1, bat1Pos, Color.White);
        spriteBatch.Draw(bat2, bat2Pos, Color.White);
        spriteBatch.Draw(ball, ballPos, Color.White);
        spriteBatch.End();

        base.Draw(gameTime);
    }
}
}

2 个答案:

答案 0 :(得分:9)

Lyise的解决方案可行,但它不会攻击问题的实际来源。在更大的游戏中,你需要一个更强大的解决方案,所以我将解释高级修复。

问题是当球仍在球棒内时你正在改变X速度。在下一帧中,最可能的结果是球将移开,但不足以退出球棒,因此检测到新的碰撞。速度再次改变,并且循环重复,直到球通过低于或高于球离开球棒。

精确的解决方案是将球从球棒中移出然后反转速度 选项:

  • 将球返回到框架开头处的位置。球永远不会碰到蝙蝠。如果球速足够高或帧速率足够低,这将是显而易见的。
  • 计算球进入球棒的距离,并从球的位置减去该数量 // Colliding from the right
    impactCorrection = bat.Right - ball.Left;
    // Colliding from the left
    impactCorrection = bat.Left - ball.Right;

    对于额外的分数,你可以将球移出2 * impactCorrection在X中,这样球每帧都会传播相同的距离。

答案 1 :(得分:1)

解决此问题的一种方法是对ballRect.Intersect(barXRect)) if语句进行以下更改:

    if (ballRect.Intersects(bat1Rect))
    {
        ballVelo.X = Math.Abs(ballVelo.X) * -1;
    }

    if (ballRect.Intersects(bat2Rect))
    {
        ballVelo.X = Math.Abs(ballVelo.X);
    }

这样左边的栏只会向右发球,右边的栏只会向左发送。我可能有错误的方式,所以最好仔细检查,但这只是意味着将* -1移动到另一个蝙蝠。