XNA 3.1运动碰撞问题

时间:2012-03-22 07:23:40

标签: c# xna game-physics collision

所以继承我的问题。我有一个盒子,我希望我的角色四处走动。但我希望能够在持有多个移动命令的同时移动它,例如.. 当向右移动(朝向障碍物的左侧)时,我希望能够同时向右或向上或向下移动,而角色不会粘在盒子上。有趣的是,它对于障碍物的左侧和右侧工作正常,但当我在障碍物的顶部和底部尝试时它会粘住。 下面是玩家类(物体移动)

<!-- language: c# -->
    public class Player
{
    public Texture2D texture;
    public Vector2 position;
    public int speed;
    public Vector2 offset;
    public bool left, right, up, down;
    public Rectangle collisionRect
    {
        get
        {
            return new Rectangle((int)position.X , (int)position.Y, texture.Width, texture.Height);
        }
    }
    public Vector2 direction;
    public Player(Texture2D texture, Vector2 position, int speed)
    {
        this.texture = texture;
        this.position = position;
        this.speed = speed;
        offset.X = speed;
        offset.Y = speed;
        left = false;
        right = false;
        up = false;
        down = false;
    }
    public virtual void Update(GameTime gameTime, Rectangle clientBounds)
    {
        direction = Vector2.Zero;
        if (Keyboard.GetState().IsKeyDown(Keys.A))
        {
            direction.X -= 1;
            left = true;
        }
        else
            left = false;
        if (Keyboard.GetState().IsKeyDown(Keys.D))
        {
            direction.X += 1;
            right = true;
        }
        else
            right = false;
        if (Keyboard.GetState().IsKeyDown(Keys.W))
        {
            direction.Y -= 1;
            up = true;
        }
        else
            up = false;
        if (Keyboard.GetState().IsKeyDown(Keys.S))
        {
            direction.Y += 1;
            down = true;
        }
        else
            down = false;

        position += (direction * speed);
    }
    public virtual void Draw(GameTime gameTime, SpriteBatch spritebatch)
    {
        spritebatch.Draw(texture, collisionRect, Color.White);
    }
}

继承我的maingame中的更新方法

    <!-- language: c# -->
    public override void Update(GameTime gameTime)
    {
        // TODO: Add your update code here
        player.Update(gameTime, Game.Window.ClientBounds);

        if (player.right && HitWall(player))
        {
            player.position.X -= player.offset.X;
        }
        else if (player.left && HitWall(player))
        {
            player.position.X += player.offset.X;
        }
        if (player.down && HitWall(player))
        {
            player.position.Y -= player.offset.Y;
        }
        else if (player.up && HitWall(player))
        {
            player.position.Y += player.offset.Y;
        }
        base.Update(gameTime);
    }

和HitWall功能

    <!-- language: c# -->
    public bool HitWall(Player player)
    {
        for (int i = player.collisionRect.Top; i < player.collisionRect.Bottom; i++)
            for (int j = player.collisionRect.Left; j < player.collisionRect.Right; j++)
                if (TextureData[i * gameMap.map.Width + j] != Color.White)
                    return true;
        return false;
    }

1 个答案:

答案 0 :(得分:0)

我不确定定义偏移的位置,但我假设它是你刚刚制作该帧的动作。

你的问题是,因为你检查左和右在上下之前,如果你沿着对角线向下移动到盒子的顶部边缘,那么你将在Y方向上注册一个命中 - HitWall不会检查你要去哪个方向,它只检查碰撞。因此,Y轴上的碰撞会在if (player.right && HitWall(player))线上计算并停止横向移动。

最好的办法是应用你的侧身运动,检查击中,如果有的话再向后移动 - 然后应用向下运动,检查击中,如果有则向后移动。纠正这样的位置应该意味着你可以随意滑动。