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我们目前正在为大学开发一款 Xna 游戏。我们先测试一些东西,然后再放入我们自己的纹理等。

所以我们看了很多教程,也看了很多代码。现在我们正在运行这个小程序: http ://www.konter.at/Konter_Game.rar

所以这是 GameScreen,我们在其中加载播放器和背景以及我们想要使用的所有内容。

namespace Casual_Game
{
    public class GameplayScreen : GameScreen
    {
        Player player;
        Camera camera;
        SpriteFont font;
        private List<Layer> layers;
        private SpriteBatch _spriteBatch;

    Rectangle recPlayer, recGround;
    bool colis = false;
    Collision collision;

    public override void LoadContent(ContentManager content, InputManager input)
    {
        camera = new Camera(Game1.reference.GraphicsDevice.Viewport) { Limits = new Rectangle(0, 0, 4800, 720) };

        collision = new Collision();
        _spriteBatch = new SpriteBatch(Game1.reference.GraphicsDevice);
        base.LoadContent(content, input);
        player = new Player();
        player.LoadContent(content, input);
        font = content.Load<SpriteFont>("Font1");

        layers = new List<Layer>
        {
            new Layer(camera) { Parallax = new Vector2(0.0f, 1.0f) },
            new Layer(camera) { Parallax = new Vector2(0.1f, 1.0f) },
            new Layer(camera) { Parallax = new Vector2(0.2f, 1.0f) },
            new Layer(camera) { Parallax = new Vector2(0.3f, 1.0f) },
            new Layer(camera) { Parallax = new Vector2(0.4f, 1.0f) },
            new Layer(camera) { Parallax = new Vector2(0.5f, 1.0f) },
            new Layer(camera) { Parallax = new Vector2(0.6f, 1.0f) },
            new Layer(camera) { Parallax = new Vector2(0.8f, 1.0f) },
            new Layer(camera) { Parallax = new Vector2(1.0f, 1.0f) }
        };

        // Add one sprite to each layer });
        layers[1].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer2") });
        layers[2].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer3") });
        layers[3].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer4") });
        layers[4].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer5") });
        layers[7].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer8") });
        layers[8].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer9") });

        // Add a few duplicates in different positions
        layers[7].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer8"), position = new Vector2(900, 0) });
        layers[7].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer8"), position = new Vector2(1400, 0) });
        layers[7].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer8"), position = new Vector2(2700, 0) });
        layers[8].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer9"), position = new Vector2(1600, 0) });
        layers[8].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer9"), position = new Vector2(3200, 0) });
        layers[8].Sprites.Add(new Sprite { texture = content.Load<Texture2D>("Textures/Layer9"), position = new Vector2(4800, 0) });

    }
    public override void UnloadContent()
    {
        base.UnloadContent();
    }
    public override void Update(GameTime gameTime)
    {
        player.Update(gameTime);


        recGround = new Rectangle((int)layers[8].Sprites[0].Position.X, (int)layers[8].Sprites[0].Position.Y, layers[8].Sprites[0].Texture.Width, layers[8].Sprites[0].Texture.Height);
        recPlayer = new Rectangle((int)player.Position.X, (int)player.Position.Y, player.Image.Width, player.Image.Height);
        float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
        KeyboardState keyboardState = Keyboard.GetState();

        if (keyboardState.IsKeyDown(Keys.Right))
            camera.Move(new Vector2(200.0f * (float)gameTime.ElapsedGameTime.TotalSeconds, 0.0f), true);

        if (keyboardState.IsKeyDown(Keys.Left))
            camera.Move(new Vector2(-200.0f * (float)gameTime.ElapsedGameTime.TotalSeconds, 0.0f), true);

        if (keyboardState.IsKeyDown(Keys.Down))
            camera.Move(new Vector2(0.0f, 400.0f * elapsedTime), true);

        if (keyboardState.IsKeyDown(Keys.Up))
            camera.Move(new Vector2(0.0f, -400.0f * elapsedTime), true);
        if (recPlayer.Intersects(recGround))
        {
            if (collision.PixelCollision(player.Image, layers[8].Sprites[0].Texture, recPlayer, recGround))
            {
                player.Collision = true;
                colis = true;
            }
            else
            {
                player.Collision = false;
                colis = false;
            }
        }
        else
        {
            player.Collision = false;
            colis = false;
        }

        camera.LookAt(player.Position);

        base.Update(gameTime);
    }
    public override void Draw(SpriteBatch spriteBatch)
    {
       Vector2 parallax = new Vector2(1.0f);
        _spriteBatch.Begin(SpriteSortMode.Deferred,null , null, null, null, null, camera.GetViewMatrix(parallax));
        foreach (Layer layer in layers)
            layer.Draw(_spriteBatch);
        player.Draw(_spriteBatch);
        spriteBatch.DrawString(font, "Player X : " + player.Position.X.ToString(),new Vector2(10, 10), Color.Black);
        spriteBatch.DrawString(font, "CameraX :" + camera._position.X.ToString(), new Vector2(10, 25), Color.Black);
        spriteBatch.DrawString(font, "CameraY :" + camera._position.Y.ToString(), new Vector2(10, 40), Color.Black);
        spriteBatch.DrawString(font, "Col : " + colis.ToString(), new Vector2(10, 55), Color.Black);
        _spriteBatch.End();

    }
}

您会看到它是具有不同图层的视差背景。在 Layer[8] 上是我们的玩家稍后运行的“地面”。

现在的问题是碰撞检测无法正常工作。看起来检测加载速度很慢或其他什么。

我们牢记,玩家将在探测时落地。所以他停在地上没有任何价值。所以它必须是兴奋的。

这是碰撞类:

        public bool PixelCollision(Texture2D sprite1, Texture2D sprite2, Rectangle player, Rectangle enemy)
    {
        Color[] colorData1 = new Color[sprite1.Width * sprite1.Height];
        Color[] colorData2 = new Color[sprite2.Width * sprite2.Height];
        sprite1.GetData<Color>(colorData1);
        sprite2.GetData<Color>(colorData2);

        int top, bottom, left, right;

        top = Math.Max(player.Top, enemy.Top);
        bottom = Math.Min(player.Bottom, enemy.Bottom);
        left = Math.Max(player.Left, enemy.Left);
        right = Math.Min(player.Right, enemy.Right);

        for (int y = top; y < bottom; y++)
        {
            for (int x = left; x < right; x++)
            {
                Color A = colorData1[(y - player.Top) * (player.Width) + (x - player.Left)];
                Color B = colorData2[(y - enemy.Top) * (enemy.Width) + (x - enemy.Left)];

                if (A.A != 0 && B.A != 0)
                    return true;
            }
        }
        return false;
    }
}

如果有人能帮助我们解决这个问题,我们将非常高兴。我们不是那么多的程序员。所以我们认为询问不会花费任何费用。:)

K。

编辑:Player.Update 和绘制:

public override void Update(GameTime gameTime)
    {
        moveAnimation.IsActive = true;
        inputManager.Update();


        if (inputManager.KeyDown(Keys.Right, Keys.A))
        {
            moveAnimation.currentFrame = new Vector2(moveAnimation.CurrentFrame.X, 2);
            velocity.X = moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
        }
        else if (inputManager.KeyDown(Keys.Left, Keys.A))
        {
            moveAnimation.currentFrame = new Vector2(moveAnimation.CurrentFrame.X, 1);
            velocity.X =  -moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
        }
        else
        {
            velocity.X = 0;
            moveAnimation.IsActive = false;
        }

        if (inputManager.KeyDown(Keys.Up, Keys.W) && jump)
        {
            velocity.Y = -jumpSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //Position += theDirection * theSpeed * (float)theGameTime.ElapsedGameTime.TotalSeconds;
            jump = false;
        }

        if (!jump)
            velocity.Y += gravity * (float)gameTime.ElapsedGameTime.TotalSeconds;
        else
            velocity.Y = 0;


        moveAnimation.Position = position += velocity;

        jump = moveAnimation.Position.Y >= 480;

        if (jump)
            position.Y = 480;


        base.Update(gameTime);
        moveAnimation.Update(gameTime);
    }
    public override void Draw(SpriteBatch spriteBatch)
    {
        moveAnimation.Draw(spriteBatch);
    }

图层绘制:

public class Layer
{
    SpriteBatch spr1teBatch;
    public Layer(Camera camera)
    {
        _camera = camera;
        Parallax = Vector2.One;
        Sprites = new List<Sprite>();
        spr1teBatch = new SpriteBatch(Game1.reference.GraphicsDevice );
    }

    public Vector2 Parallax { get; set; }

    public List<Sprite> Sprites { get; private set; }



    public void Draw(SpriteBatch spriteBatch)
    {
        spr1teBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(Parallax));

        foreach(Sprite sprite in Sprites)
            sprite.Draw(spr1teBatch);

        spr1teBatch.End();
    }

    public Vector2 WorldToScreen(Vector2 worldPosition)
    {
        return Vector2.Transform(worldPosition, _camera.GetViewMatrix(Parallax));
    }

    public Vector2 ScreenToWorld(Vector2 screenPosition)
    {
        return Vector2.Transform(screenPosition, Matrix.Invert(_camera.GetViewMatrix(Parallax)));
    }

    private readonly Camera _camera;
}
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1 回答 1

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让我们可视化您正在绘制的内容:

可视化

您在屏幕上的 recPlayer.x、recPlayer.y 处绘制播放器。然后在recGround.x、recGround.y 处绘制图层。但是这个位置是由视图矩阵变换的。

您现在要做的是迭代两个矩形的所有相交像素。生成的 x 和 y 值位于屏幕空间中。我已经突出显示了 x 和 y 的示例位置。您现在需要在这个位置检索机器人纹理的颜色。

播放器的颜色可以很容易地检索,因为它已经在屏幕空间中。纹理中的位置是xTex = x - recPlayer.xyTex = y - recPlayer.y。颜色数组中的索引可以通过 计算index = yTex * width + xTex。您已经完成此操作以访问颜色。

检索地面的颜色有点棘手,因为它不像播放器那样位于屏幕空间中。它可能被翻译并有点缩放。您还没有发布代码,图层的精灵是如何实际绘制的。我假设,它被绘制在位置 recGround.x、recGround.y(然后转换)。我们需要做的是计算 x/y 在地面世界空间中的位置。所以我们使用你已有的方法:

var screenPosition = new Vector2(x, y);
var groundPosition = ScreenToWorldPos(screenPos);

这基本上会反转图层的变换。如果它向右平移 20 px,新的 groundPosition 将在原始位置的左侧 20 px(因为那是实际在该位置的像素的位置)。

您可以像使用播放器一样访问颜色xTex = x - recGround.x等等。

我刚刚意识到的另一个问题是你的相交矩形的计算。当然,您必须使用转换后的矩形来获取真实位置。


旧帖:

问题是玩家和图层不是在同一个坐标系中绘制的。

玩家在“默认”系统中绘制。图层是用相应的视图矩阵变换绘制的,因此会被平移、缩放等等。

PixelCollision你迭代所有可能相交的屏幕像素。这些像素与播放器一样位于“默认”系统中。因此,您可以使用以下方法计算纹理位置:

texX = x - player.x
texY = y - player.y

但是,这不适用于图层。您必须将屏幕空间转换xy图层的世界空间。

layerPos = ScreenToWorld(new Vector2(x, y));

然后访问 和 处的layerPos.x - enemy.x颜色layerPos.y - enemy.y。如果您enemy.x, enemy.y在他们的系统中绘制图层,则此方法有效。如果您有额外的变换或在其他地方绘制它们,则需要考虑这一点。

于 2012-11-06T15:25:34.623 回答