仅检测 agk 顶部的精灵碰撞

时间:2021-06-14 01:58:35

标签: 2d game-engine 2d-games agk-basic

我正在尝试制作一个积木游戏,就像翻倒积木一样,您可以将积木堆叠在先前积木的顶部以建造一座塔。游戏的基本功能运行良好,但是我遇到了一些碰撞问题。目前,我可以让它检测任何碰撞,但我希望它只检测块是否碰撞/落在前一个块的顶部而不是侧面。但是它没有按预期工作。

我检查碰撞是否在顶部的方法是使用第 128 行的 if 语句检查 GetSpriteY(count) + GetSpriteHeight(count)) <= GetSpriteY(count - 1),理论上这将检查左上角下降精灵,添加精灵的高度,看看它是否小于前一个精灵的 y 坐标(意味着当前精灵碰撞在前一个精灵的顶部)。但是,它不起作用,精灵只是不断地相互摔倒。当我将“<”切换到“>”但检测所有碰撞并且不只检测顶部的碰撞时它起作用。

不知道该怎么做...感谢您的帮助

// Project: tippin
// Created: 2021-06-08

// show all errors
SetErrorMode(2)

// set window properties
SetWindowTitle( "tippin" )
SetWindowSize( 1024, 768, 0 )
SetWindowAllowResize( 1 ) // allow the user to resize the window

// set display properties
SetVirtualResolution( 1024, 768 ) // doesn't have to match the window
SetOrientationAllowed( 1, 1, 1, 1 ) // allow both portrait and landscape on mobile devices
SetSyncRate( 30, 0 ) // 30fps instead of 60 to save battery
SetScissor( 0,0,0,0 ) // use the maximum available screen space, no black borders
UseNewDefaultFonts( 1 ) // since version 2.0.22 we can use nicer default fonts




block2x= 450
block2y = 10
//LoadImage(2,"ball.png")



base =1
//make base block
//LoadImage(base,"hoop.png")
CreateSprite(base,0)
SetSpriteSize(base,170,50)
SetSpritePosition(base,400,700)
SetSpriteColor(base,55,232,35,255)




//define variables
startScreen=1
dx1=1
cx1=0.6
dy1=1
x1=1
cy1=0
 
score= 0
gameon= 1
count=2      
needNewSprite= 1

do
   while startScreen=1
        Print("Tippin Blocks")
        Print("Press ENTER to begin")
        Print("Press ESC to quit")
        if GetRawKeyPressed(13)=1 //enter to begin
            startScreen=0
            exit
        else
            if GetRawKeyPressed(27)=1 //end game if esc is pressed
                end
            endif
        endif
        sync()
    //box can move
    SetSpritePhysicsOn(1,2)
    
    
    endwhile
    

i = 0   
Print(score)
    while i < 10 and gameon
        i = i + 1
        //i allows loop to not keep running forever
     
        //to make new sprites
        if needNewSprite
            CreateSprite(count,0)
            SetSpriteSize(count,100,100)
            SetSpritePosition(count,400,block2y)
            SetSpriteColor(count,200,200,220,200)
            SetSpritePhysicsOn(count,3)
            needNewSprite = 0
        endif
     
        //to make the base bounce off walls   
        basex = GetSpriteX(1)
     
        if basex <= 0 //if hits left side then change speed and direction to the right
            dx1 = 1
            basex = 0
            //SetSpritePhysicsVelocity(2,100,0)
        endif
         
        if  basex >= GetVirtualWidth() - GetSpriteWidth(base) //if hits right side then change speed to left side
            dx1 = -1
            basex = GetVirtualWidth() - GetSpriteWidth(base)
            //SetSpritePhysicsVelocity(2,-100,0)
        endif
     
        basex = basex + dx1*cx1
        //makes the base move
        SetSpritePosition(base, basex,GetVirtualHeight() - GetSpriteHeight(base))
     
     
        //if press space button,move the ball down
        if GetRawKeyPressed(32)
            SetSpritePhysicsVelocity(count,0,800)
    
        endif
    
    //check if sprite collides with previous sprite
        if GetSpriteCollision(count,count-1)=1
            //check if it collision is on the top surface
            //not working properly right now, counts every collision
            if count = 2:
                blockx = GetSpriteX(count) + dx1*cx1
                SetSpritePosition(count,blockx,GetSpriteY(count))
                score = score + 1
                count = count + 1
                needNewSprite = 1
                continue
            endif
            
            if (GetSpriteY(count) + GetSpriteHeight(count)) <= GetSpriteY(count - 1)
                blockx = GetSpriteX(count) + dx1*cx1
                SetSpritePosition(count,blockx,GetSpriteY(count))
                score = score + 1
                //get x coordinate of collision and make it go in same direction as base block
                //need new sprite
                count = count + 1
                needNewSprite = 1
                continue //prevents errors since next sprite has not been made
            endif
            
        endif
     
     
        //end if hits bottom
        if GetSpriteY(count) >= GetVirtualHeight() - GetSpriteHeight(count)
            end
            gameon = 0
      
        endif  
        //for loop where to start and till when
        //from the second block to the second last block itll keep updating the location of each
        for block = 2 to count - 1:
            blockx = GetSpriteX(block) + dx1*cx1
            SetSpritePosition(block,blockx,GetSpriteY(block))
        next block
     
    endwhile
    
    
    
    
     
    Sync()
loop







 








1 个答案:

答案 0 :(得分:0)

来自 AGK 的手册:

<块引用>

一旦您将精灵设置为由物理控制,您应该谨慎使用 SetSpritePosition 和 SetSpriteAngle,因为它们会中断精灵的物理运动。

无论是使用内部物理系统还是自己控制一切,将两者混合使用都不是一个好主意,因为看起来您正在尝试这样做。我的猜测是,如何/何时增加“计数”存在问题,并且它没有检查您可能认为应该检查的精灵。

这里有一个简单的框架,可能会对您有所帮助。目前我面前没有 AGK,所以我无法测试。我给您的另一个建议是选择更有意义的变量名称。

最后一件事,作为 AGK 论坛近 20 年的成员,我本人确实是寻求有关此语言问题的帮助的最佳场所,因为大多数其他地方通常都不熟悉它。

// To track the sprites/blocks on the stack
Global stackedBlocks as integer[]


baseSprite = newBlock()


topSprite = baseSprite




DO


    // Loop through all sprites in the stack.
    // Due to movement of the base platform, blocks could fall off 
    // and thus changing the top most block in the stack. This loop
    // not only determines which block is currently on top but also
    // checks for blocks that may have fallen off the map
    
    y = 9999
    
    for i = 0 to stackedBlocks.length-1
        if stackedBlocks[i] <> fallingSprite
            if getSpriteY(stackedBlocks[i]) < y
                topSprite = stackedBlocks[i]
            endif
        endif
        
        // Block fell off the map
        if getSpriteY(stackedBlocks[i]) > getVirtualHeight()
            // do something here
        endif
        
    next i
    
    


    // If the falling block hits the top of the stack
    if getPhysicsCollision(fallingSprite, topSprite) = 1
        
        // The sprite that was falling should now be on the top of the stack
        topSprite = fallingSprite
        
        // This block is now on the stack, add the sprite index to the array
        stackedBlocks.insert(topSprite)
        
        fallingSprite = newBlock()

    endif
    
    

    


    sync()
LOOP





// Create a new block ready for dropping
function newBlock()
    s = createSprite(0)
    setSpriteSize(s, 170, 50)
    setSpritePosition(s, 400, 700)
    setSpriteColor(s, 55, 232, 35, 255)
    
    stackedBlocks.insert(s)
    
endfunction s