我正在重制一款非常老的游戏。有线条(蠕虫),你可以用箭头键控制它们。每个玩家都有一条线。问题是,当我尝试与当前的碰撞时我的矩形与列表中以前的矩形之一的位置不起作用..如果你能帮助我,那就太棒了..非常感谢..
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D dotTexture;
Rectangle dotRectangle;
Vector2 dotCenter;
Vector2 dotPosition;
float dotRotation;
Vector2 dotVelocity;
float dotSpeed = 1.5f;
bool smrt1 = false;
Texture2D previousDotTexture;
List<Vector2> previousDotsList = new List<Vector2>();
List<Rectangle> previousRecsList = new List<Rectangle>();
Random random = new Random();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferHeight = 800;
graphics.PreferredBackBufferWidth = 800;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
dotTexture = Content.Load<Texture2D>("dot2");
dotPosition = new Vector2(random.Next(200, 600),random.Next(200, 600));
previousDotTexture = Content.Load<Texture2D>("dot1");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
if (Keyboard.GetState().IsKeyDown(Keys.Left))
dotRotation += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right))
dotRotation -= 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Space) && smrt1==true)
{
Thread.Sleep(500);
dotPosition = new Vector2(random.Next(200, 600), random.Next(200, 600));
previousDotsList.Clear();
dotSpeed = 1.5f;
smrt1 = false;
}
dotRectangle = new Rectangle((int)dotPosition.X, (int)dotPosition.Y, dotTexture.Width, dotTexture.Height);
dotPosition = dotVelocity + dotPosition;
dotCenter = new Vector2(dotRectangle.Width / 2, dotRectangle.Height / 2);
dotVelocity.X = (float)Math.Sin(dotRotation) * dotSpeed;
dotVelocity.Y = (float)Math.Cos(dotRotation) * dotSpeed;
Vector2 previousDotsPos = dotPosition;
Rectangle previousDotsRecs = new Rectangle((int)dotCenter.X, (int)dotCenter.Y, 2, 2);
previousDotsList.Add(previousDotsPos);
previousRecsList.Add(previousDotsRecs);
CheckCollision();
base.Update(gameTime);
}
private void CheckCollision()
{
foreach (Rectangle previousDotsRecs in previousRecsList)
{
if (dotRectangle.Intersects(previousDotsRecs))
{
smrt1 = true;
dotSpeed = 0f;
}
}
}
private void DrawDots()
{
foreach (Vector2 previousDotsPos in previousDotsList)
spriteBatch.Draw(previousDotTexture, previousDotsPos, Color.White);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
DrawDots();
spriteBatch.Draw(dotTexture, dotPosition, null, Color.White, dotRotation, dotCenter, 1f, SpriteEffects.None, 0);
spriteBatch.End();
base.Draw(gameTime);
}
}