我正在为激光束(球精灵)开发一面镜子。在那里,我试图根据镜子(矩形)的配给度来重定向延迟光束。如果碰撞物体以某个角度(45 度)而不是向后碰撞,我如何将球碰撞到正确的角度。
这是我工作的屏幕截图
这是我的代码:
protected override void Initialize()
{
// TODO: Add your initialization logic here
ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2,
this.GraphicsDevice.Viewport.Height * 0.25f);
blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2,
this.GraphicsDevice.Viewport.Height /2);
ballVelocity = new Vector2(0, 1);
base.Initialize();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
ballTexture = Content.Load<Texture2D>("ball");
blockTexture = Content.Load<Texture2D>("mirror");
//create rectangles based off the size of the textures
ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2),
(int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height);
blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2),
(int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height);
origin.X = blockTexture.Width / 2;
origin.Y = blockTexture.Height / 2;
// TODO: use this.Content to load your game content here
Font1 = Content.Load<SpriteFont>("SpriteFont1");
FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20);
}
private float RotationAngle;
float circle = MathHelper.Pi * 2;
float angle;
protected override void Update(GameTime gameTime)
{
//check for collision between the ball and the block, or if the ball is outside the bounds of the screen
if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds))
{
//we have a simple collision!
//if it has hit, swap the direction of the ball, and update it's position
ballVelocity = -ballVelocity;
ballPosition += ballVelocity * ballSpeed;
}
else
{
//move the ball a bit
ballPosition += ballVelocity * ballSpeed;
}
//update bounding boxes
ballBounds.X = (int)ballPosition.X;
ballBounds.Y = (int)ballPosition.Y;
blockBounds.X = (int)blockPosition.X;
blockBounds.Y = (int)blockPosition.Y;
keyboardState = Keyboard.GetState();
float val = 1.568017f/90;
if (keyboardState.IsKeyDown(Keys.Space))
RotationAngle = RotationAngle + (float)Math.PI;
if (keyboardState.IsKeyDown(Keys.Left))
RotationAngle = RotationAngle - val;
angle = (float)Math.PI / 4.0f; // 90 degrees
RotationAngle = angle;
// RotationAngle = RotationAngle % circle;
displayText = RotationAngle.ToString();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
// Find the center of the string
Vector2 FontOrigin = Font1.MeasureString(displayText) / 2;
spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f);
spriteBatch.Draw(ballTexture, ballPosition, Color.White);
spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f);
spriteBatch.End();
base.Draw(gameTime);
}