C# 二维碰撞检测系统在对角移动到拐角处时没有反应
因此,我的碰撞检测系统被设置为检查角色的每个像素,标记collisionDetected,将违规角色模型的像素放入collisionDetectedX和collisionDetectedY。它使用此数据确定有效的可移动区域的位置,并将装置推回到其中。解决这个问题的唯一方法是让X和Y的碰撞类同时运行,还是我可以修改这个类以正确地同时执行这两个作业?谢谢你抽出时间,我一直在发疯,想弄清楚我做错了什么。我为粗心的代码道歉。我把它清理了一点,真是一团糟,但我意识到它不值得最终产品C# 二维碰撞检测系统在对角移动到拐角处时没有反应,c#,xna,collision-detection,C#,Xna,Collision Detection,因此,我的碰撞检测系统被设置为检查角色的每个像素,标记collisionDetected,将违规角色模型的像素放入collisionDetectedX和collisionDetectedY。它使用此数据确定有效的可移动区域的位置,并将装置推回到其中。解决这个问题的唯一方法是让X和Y的碰撞类同时运行,还是我可以修改这个类以正确地同时执行这两个作业?谢谢你抽出时间,我一直在发疯,想弄清楚我做错了什么。我为粗心的代码道歉。我把它清理了一点,真是一团糟,但我意识到它不值得最终产品 class Colli
class Collision
{
public Color[,] DataMiner(Texture2D background)
{
Color[,] collision2D;
Color[] collision1D;
collision1D = new Color[background.Width * background.Height];
background.GetData(collision1D);
collision2D = new Color[background.Width, background.Height];
for (int x = 0; x < background.Width; x++)
for (int y = 0; y < background.Height; y++)
collision2D[x, y] = collision1D[x + y * background.Width];
return collision2D;
}
public void CollisionChecker(Color[,] background, ref Vector2 position)
{
Rectangle character;
character.Width = 32;
character.Height = 32;
character.X = Convert.ToInt16(position.X);
character.Y = Convert.ToInt16(position.Y);
int n = 0;
int n2 = 0;
bool collisionDetected = false;
int collisionDetectedX = 0;
int collisionDetectedY = 0;
while (n2 < character.Width)
{
n = 0;
while (n < character.Height)
{
if (background[character.X + n2, character.Y + n] == Color.Black)
{
collisionDetected = true;
collisionDetectedX = n2;
collisionDetectedY = n;
}
n++;
}
n2++;
}
if (collisionDetected == true)
{
collisionDetectedX += Convert.ToInt16(position.X);
collisionDetectedY += Convert.ToInt16(position.Y);
if (background[collisionDetectedX, collisionDetectedY + 2] == Color.Red)
position.Y += 1;
else if (background[collisionDetectedX, collisionDetectedY - 2] == Color.Red)
position.Y -= 1;
else if (background[collisionDetectedX + 2, collisionDetectedY] == Color.Red)
position.X += 1;
else if (background[collisionDetectedX - 2, collisionDetectedY] == Color.Red)
position.X -= 1;
else if (background[collisionDetectedX - 2, collisionDetectedY - 2] == Color.Red)
{
position.X -= 1;
position.Y -= 1;
}
else if (background[collisionDetectedX - 2, collisionDetectedY + 2] == Color.Red)
{
position.X -= 1;
position.Y += 1;
}
else if (background[collisionDetectedX + 2, collisionDetectedY - 2] == Color.Red)
{
position.X += 1;
position.Y -= 1;
}
else if (background[collisionDetectedX + 2, collisionDetectedY + 2] == Color.Red)
{
position.X += 1;
position.Y += 1;
}
collisionDetected = false;
}
}
public void Update(Texture2D background, ref Vector2 position)
{
CollisionChecker(DataMiner(background), ref position);
}
}
}在原文中回答了我的问题。也许这会有帮助:
if (collisionDetected == true)
{
collisionDetectedX += Convert.ToInt16(position.X);
collisionDetectedY += Convert.ToInt16(position.Y);
if (background[collisionDetectedX, collisionDetectedY + 2] == Color.Red && collisionDetected)
{
position.Y += 1;
collisionDetected = false;
}
if (background[collisionDetectedX, collisionDetectedY - 2] == Color.Red && collisionDetected)
{
position.Y -= 1;
collisionDetected = false;
}
if (background[collisionDetectedX + 2, collisionDetectedY] == Color.Red && collisionDetected)
{
position.X += 1;
collisionDetected = false;
}
if (background[collisionDetectedX - 2, collisionDetectedY] == Color.Red && collisionDetected)
{
position.X -= 1;
collisionDetected = false;
}