我制作了一个非常简单的 2D Java 游戏类,由通用的 2D 游戏方法(如渲染和更新)组成,我设置了所有 if 语句,以便玩家使用键盘箭头输入在地图上移动。我现在正在尝试设置我所读到的内容是碰撞检测,我知道我需要做的基础知识,因为在我真正来这里问这个问题之前我做了很多阅读,从我读到的内容来看像这样的东西:
制作2个矩形
Rectangle rectOne = new Rectangle(playerX, playerY, 40, 40);
//keep in mind that the variables playerX and playerY are already made previously
Rectangle rectTwo = new Rectangle(50, 50, 100,100);
然后根据我的更新方法我会说:
if(rectOne.intersects(rectTwo)){//change the player direction so that he
can go no further}
我只是不明白我的 if 语句中会出现什么,如果发生交叉点,我需要一些东西来阻止我的玩家继续前进,但是我怎么能写这个,因为玩家可以在 4 个不同的方向上移动(上、下、左、正确的)。如果它只是一维会简单得多,因为我可以将方向更改为与原来相反的方向,但它是二维的,所以有点混乱。
附加信息:
我玩游戏的视图类似于以下内容: http ://www.2dplay.com/awesome-tanks/awesome-tanks-play.htm
编辑 3:
package javagame;
import java.awt.Rectangle;
IMPORTS ARE HERE
public class Play extends BasicGameState{
Animation bucky, movingUp, movingDown, movingLeft, movingRight;
Image worldMap;
boolean quit = false;//gives user to quit the game
int[] duration = {200, 200};//how long frame stays up for
int buckyPositionX = 0;
int buckyPositionY = 0;
int x = buckyPositionX + 320;//keeps user in the middle of the screem
int y = buckyPositionY + 160;//the numbers are half of the screen size
Rectangle rectOne = new Rectangle(x, y,90,90);
Rectangle rectTwo = new Rectangle(500 + buckyPositionX, 330 + buckyPositionY, 210, 150);
private int xSpeed, ySpeed;///////////////////////////CODE FOR COLLISION
public Play(int state){
}
public void init(GameContainer gc, StateBasedGame sbg) throws SlickException{
worldMap = new Image("res/world.png");
Image[] walkUp = {new Image("res/b.png"), new Image("res/b.png")}; //these are the images to be used in the "walkUp" animation
Image[] walkDown = {new Image("res/f.png"), new Image("res/f.png")};
Image[] walkLeft = {new Image("res/l.png"), new Image("res/l.png")};
Image[] walkRight = {new Image("res/r.png"), new Image("res/r.png")};
movingUp = new Animation(walkUp, duration, false);
movingDown = new Animation(walkDown, duration, false);
movingLeft = new Animation(walkLeft, duration, false);
movingRight = new Animation(walkRight, duration, false);
bucky = movingDown;//facing screen initially on startup
}
public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException{
worldMap.draw(buckyPositionX, buckyPositionY);//position 0,0
bucky.draw(x, y);//makes him appear at center of map
g.fillRect(x, y,90,90);
g.fillRect(500 + buckyPositionX, 330 + buckyPositionY, 210, 150);
if(quit==true){
g.drawString("Resume(R)", 250, 100);
g.drawString("Main(M)", 250, 150);
g.drawString("Quit Game(Q)", 250, 200);
if(quit==false){
g.clear();//wipe off everything from screen
}
}
}
public void setSpeedWithDirection(int speed, int direction)////////////CODE FOR COLLISION
{
xSpeed = (int) (Math.cos(direction) * speed);//////////////////////////CODE FOR COLLISION
ySpeed = (int) (Math.sin(direction) * speed);//////////////////////////CODE FOR COLLISION
}
public void update(GameContainer gc, StateBasedGame sbg, int delta)throws SlickException{
Input input = gc.getInput();
x += xSpeed;//////////////////////////////////////////CODE FOR COLLISION
y += ySpeed;//////////////////////////////////////////CODE FOR COLLISION
if(rectOne.intersects(rectTwo))///////////////////////CODE FOR COLLISION
{
xSpeed = 0;////////////////////////////CODE FOR COLLISION
ySpeed = 0;////////////////////////////CODE FOR COLLISION
}
//up
if(input.isKeyDown(Input.KEY_UP)){
bucky = movingUp;//changes the image to his back
buckyPositionY += 2;;//increase the Y coordinates of bucky (move him up)
if(buckyPositionY>162){//if I reach the top
buckyPositionY -= 2;//stops any further movement in that direction
}
}
//down
if(input.isKeyDown(Input.KEY_DOWN)){
bucky = movingDown;
buckyPositionY -= 2;
if(buckyPositionY<-550){
buckyPositionY += 2;//basically change the direction if + make -
}}
//left
if(input.isKeyDown(Input.KEY_LEFT)){
bucky = movingLeft;
buckyPositionX += 2;
if(buckyPositionX>324){
buckyPositionX -= 2;//delta * .1f
}}
//right
if(input.isKeyDown(Input.KEY_RIGHT)){
bucky = movingRight;
buckyPositionX -= 2;
if(buckyPositionX<-776){
buckyPositionX += 2;
}}
//escape
if(input.isKeyDown(Input.KEY_ESCAPE)){
quit=true;
}
//when the menu is up
if(quit==true){//is the menu on the screen
if(input.isKeyDown(Input.KEY_R)){
quit = false;//resumes the game, makes menu dissapear
}
if(input.isKeyDown(Input.KEY_M)){
sbg.enterState(0);//takes you to the main menu
}
if(input.isKeyDown(Input.KEY_Q)){
System.exit(0);//quits the game
}
}
}
public int getID(){
return 1;
}
}