【发布时间】:2016-04-17 17:17:57
【问题描述】:
我为我的小型游戏工作所使用的碰撞检测系统。它能够判断玩家何时直接撞墙。但是,当玩家对角线时,它会穿过墙壁。我真的不明白问题出在哪里。
以下代码来自处理播放器的类:
public void run()
{
running = true;
while(running)
{
//Get the key/s pressed
controls.update();
//Move down
if (controls.down)
{
movePlayerDown(this.thisPlayer.getSpeed());
}
//Move up
if (controls.up)
{
movePlayerUp(this.thisPlayer.getSpeed());
}
//Move right
if (controls.right)
{
movePlayerRight(this.thisPlayer.getSpeed());
}
//Move left
else if (controls.left)
{
movePlayerLeft(this.thisPlayer.getSpeed());
}
try
{
Thread.sleep(this.sleep);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
}
}
public void movePlayerRight(int dx)
{
//Gets the tile at what would be the new coordinates of the player
Tile tile = currentLevel.getTile(this.thisPlayer.getX() + dx + this.thisPlayer.getWidth(), this.thisPlayer.getY());
//IF the tile is null or not solid then the player is actually moved
if (tile == null || !tile.isSolid())
{
this.thisPlayer.setX(this.thisPlayer.getX() + dx);
}
}
public void movePlayerLeft(int dx)
{
//Gets the tile at what would be the new coordinates of the player
Tile tile = currentLevel.getTile(this.thisPlayer.getX() - dx, this.thisPlayer.getY());
//IF the tile is null or not solid then the player is actually moved
if (tile == null || !tile.isSolid())
{
this.thisPlayer.setX(this.thisPlayer.getX() - dx);
}
}
public void movePlayerDown(int dy)
{
//Gets the tile at what would be the new coordinates of the player
Tile tile = currentLevel.getTile(this.thisPlayer.getX(), this.thisPlayer.getY() + dy + this.thisPlayer.getHeight());
//IF the tile is null or not solid then the player is actually moved
if (tile == null || !tile.isSolid())
{
this.thisPlayer.setY(this.thisPlayer.getY() + dy);
}
}
public void movePlayerUp(int dy)
{
//Gets the tile at what would be the new coordinates of the player
Tile tile = currentLevel.getTile(this.thisPlayer.getX(), this.thisPlayer.getY() - dy);
//IF the tile is null or not solid then the player is actually moved
if (tile == null || !tile.isSolid())
{
this.thisPlayer.setY(this.thisPlayer.getY() - dy);
}
}
下一段代码是 getTile() 方法:
public Tile getTile(int x, int y)
{
for (int r = 0; r < worldTiles.length; r++)
{
for (int c = 0; c < worldTiles[r].length; c++)
{
if (worldTiles[r][c] != null)
{
int right = worldTiles[r][c].getX() + worldTiles[r][c].getWidth();
int bottom = worldTiles[r][c].getY() + worldTiles[r][c].getHeight();
if (x > worldTiles[r][c].getX() && x < right && y > worldTiles[r][c].getY() && y < bottom)
{
return worldTiles[r][c];
}
}
}
}
【问题讨论】:
-
您忘记添加碰撞检测代码,问题出在此处,请发布。另外你是如何沿对角线移动的?如上代码仅列出上下左右控件。
-
如果用户按住向上和向右键,则玩家会沿对角线运动。
-
从程序的角度来看,它仍然是
up和right键的组合。在您看来,它只是在对角线移动,因为它很快,但它对 CPU 无关紧要,因为它的速度更快。这意味着错误在您的碰撞检测代码中。不能处理up后跟right键,反之亦然。