我正在制作一个游戏,其中角色来自屏幕的相对两侧并相互碰撞和攻击,然后在他们死亡时被移除。我已经设法使列表在它们碰撞时停止移动并造成损坏,但我的问题是当它们中的 2 个碰撞时它们都停止移动。我的shortswordsman碰撞代码是:
private void shortMoveCollisions(GameTime gameTime)
{
Rectangle shortRect;
int shortSpeed = 2;
int shortDamage = 20;
bool collided = false;
for (int i = 0; i < shortList.Count; i++)
{
List<Goblin> tempGoblinList = new List<Goblin>(goblinList);
shortRect = new Rectangle((int)shortList[i].position.X, (int)shortList[i].position.Y, ShortSwordsman.texture.Width / 4 - 20, ShortSwordsman.texture.Height);
foreach (Goblin goblin in tempGoblinList)
{
Rectangle goblinRect = new Rectangle((int)goblin.position.X, (int)goblin.position.Y, Goblin.texture.Width / 4 - 20, Goblin.texture.Height);
if (shortRect.Intersects(goblinRect))
{
collided = true;
shortList[i].AnimateAttack(gameTime);
shortTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (shortTimer >= shortDelay)
{
shortTimer -= shortDelay;
goblin.health -= shortDamage;
if (goblin.health <= 0)
{
goblinList.Remove(goblin);
}
}
}
}
if (shortRect.Intersects(background.badCastleRect))
{
collided = true;
shortList[i].AnimateAttack(gameTime);
shortTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (shortTimer >= shortDelay)
{
shortTimer -= shortDelay;
badCastleHealth -= shortDamage;
}
}
if (collided == false)
{
shortList[i].AnimateWalk(gameTime);
shortList[i].position.X += shortSpeed;
}
}
}
我的地精碰撞代码是:
private void GoblinMoveCollisions(GameTime gameTime)
{
Rectangle goblinRect;
int goblinSpeed = 2;
int goblinDamage = 20;
bool collided = false;
for (int i = 0; i < goblinList.Count; i++)
{
List<ShortSwordsman> tempShortList = new List<ShortSwordsman>(shortList);
goblinRect = new Rectangle((int)goblinList[i].position.X, (int)goblinList[i].position.Y, Goblin.texture.Width / 4 - 20, Goblin.texture.Height);
foreach (ShortSwordsman shortSwordsman in tempShortList)
{
Rectangle shortRect = new Rectangle((int)shortSwordsman.position.X, (int)shortSwordsman.position.Y, ShortSwordsman.texture.Width / 4 - 20, ShortSwordsman.texture.Height);
if (goblinRect.Intersects(shortRect))
{
collided = true;
goblinList[i].AnimateAttack(gameTime);
goblinAttackTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (goblinAttackTimer >= goblinAttackDelay)
{
goblinAttackTimer -= goblinAttackDelay;
shortSwordsman.health -= goblinDamage;
if (shortSwordsman.health <= 0)
{
shortList.Remove(shortSwordsman);
}
}
}
}
if (goblinRect.Intersects(background.goodCastleRect))
{
collided = true;
goblinList[i].AnimateAttack(gameTime);
goblinAttackTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (goblinAttackTimer >= goblinAttackDelay)
{
goblinAttackTimer -= goblinAttackDelay;
goodCastleHealth -= goblinDamage;
}
}
if (collided == false)
{
goblinList[i].AnimateWalk(gameTime);
goblinList[i].position.X -= goblinSpeed;
}
}
}