C# 如何检测与颜色的碰撞?
如何检测与地图的碰撞?我想检测我的地图和我的车发生碰撞。扫描颜色 在我的底图上:跑道是灰色的,草地是白色的,墙壁是黄色的 在我上面的地图上:轨迹更真实,这是他们看到的 我试过了,但当我遇到冲突时,代码无法工作。很多东西在XNA4.0中不起作用,但这正是我可以使用的C# 如何检测与颜色的碰撞?,c#,xna,collision-detection,C#,Xna,Collision Detection,如何检测与地图的碰撞?我想检测我的地图和我的车发生碰撞。扫描颜色 在我的底图上:跑道是灰色的,草地是白色的,墙壁是黄色的 在我上面的地图上:轨迹更真实,这是他们看到的 我试过了,但当我遇到冲突时,代码无法工作。很多东西在XNA4.0中不起作用,但这正是我可以使用的 //This method checks to see if the Sprite is going to move into an area that does //not contain all Gray pixels. If t
//This method checks to see if the Sprite is going to move into an area that does
//not contain all Gray pixels. If the move amount would cause a movement into a non-gray
//pixel, then a collision has occurred.
private bool CollisionOccurred(int aMove)
{
//Calculate the Position of the Car and create the collision Texture. This texture will contain
//all of the pixels that are directly underneath the sprite currently on the Track image.
float aXPosition = (float)(-mCarWidth / 2 + mCarPosition.X + aMove * Math.Cos(mCarRotation));
float aYPosition = (float)(-mCarHeight / 2 + mCarPosition.Y + aMove * Math.Sin(mCarRotation));
Texture2D aCollisionCheck = CreateCollisionTexture(aXPosition, aYPosition);
//Use GetData to fill in an array with all of the Colors of the Pixels in the area of the Collision Texture
int aPixels = mCarWidth * mCarHeight;
Color[] myColors = new Color[aPixels];
aCollisionCheck.GetData<Color>(0, new Rectangle((int)(aCollisionCheck.Width / 2 - mCarWidth / 2), (int)(aCollisionCheck.Height / 2 - mCarHeight / 2), mCarWidth, mCarHeight), myColors, 0, aPixels);
//Cycle through all of the colors in the Array and see if any of them
//are not Gray. If one of them isn't Gray, then the Car is heading off the road
//and a Collision has occurred
bool aCollision = false;
foreach (Color aColor in myColors)
{
//If one of the pixels in that area is not Gray, then the sprite is moving
//off the allowed movement area
if (aColor != Color.Gray)
{
aCollision = true;
break;
}
}
return aCollision;
}
我不知道如何解决你的特殊情况,但我只想推荐你 我相信他的教程中有一个有颜色检测功能,我想是他的2d坦克游戏
Mona我不建议使用像素冲突,因为它是不必要的CPU和FPS杀手。 下面是一些可以帮助你的口语。但如果你真的需要像素冲突,首先检查rectange或任何其他冲突检测,然后如果intersect,则使用像素冲突来精确。。。但我不建议这样做,尤其是在快速游戏中 下面是一些可以帮助您的碰撞函数 多边形 圆圈:
int circlesColliding(int x1,int y1,int radius1,int x2,int y2,int radius2)
{
//compare the distance to combined radii
int dx = x2 - x1;
int dy = y2 - y1;
int radii = radius1 + radius2;
if ( ( dx * dx ) + ( dy * dy ) < radii * radii )
{
return true;
}
else
{
return false;
}
}
int圈碰撞(int-x1,int-y1,int-radius1,int-x2,int-y2,int-radius2)
{
//将距离与组合半径进行比较
int dx=x2-x1;
int dy=y2-y1;
内半径=半径1+半径2;
如果((dx*dx)+(dy*dy)<半径*半径)
{
返回true;
}
其他的
{
返回false;
}
}
圆到矩形
bool intersects(CircleType circle, RectType rect)
{
circleDistance.x = abs(circle.x - rect.x);
circleDistance.y = abs(circle.y - rect.y);
if (circleDistance.x > (rect.width/2 + circle.r)) { return false; }
if (circleDistance.y > (rect.height/2 + circle.r)) { return false; }
if (circleDistance.x <= (rect.width/2)) { return true; }
if (circleDistance.y <= (rect.height/2)) { return true; }
cornerDistance_sq = (circleDistance.x - rect.width/2)^2 +
(circleDistance.y - rect.height/2)^2;
return (cornerDistance_sq <= (circle.r^2));
}
bool相交(圆形、圆形、矩形)
{
圆距离x=绝对值(圆x-矩形x);
圆距离y=绝对值(圆y-直线y);
if(circleDistance.x>(rect.width/2+circle.r)){return false;}
if(circleDistance.y>(rect.height/2+circle.r)){return false;}
if(circleDistance.x)你看过微软游戏教程吗?碰撞通常是通过在你的对象周围放置一个矩形,看看它是否与另一个对象相交(该对象周围也有一个矩形)来完成的。您正在查找每像素碰撞检测。
。不要使用像素碰撞,这是FPS和CPU杀手。请使用矩形、圆形和多边形碰撞。
bool intersects(CircleType circle, RectType rect)
{
circleDistance.x = abs(circle.x - rect.x);
circleDistance.y = abs(circle.y - rect.y);
if (circleDistance.x > (rect.width/2 + circle.r)) { return false; }
if (circleDistance.y > (rect.height/2 + circle.r)) { return false; }
if (circleDistance.x <= (rect.width/2)) { return true; }
if (circleDistance.y <= (rect.height/2)) { return true; }
cornerDistance_sq = (circleDistance.x - rect.width/2)^2 +
(circleDistance.y - rect.height/2)^2;
return (cornerDistance_sq <= (circle.r^2));
}