C# 中断Windows Phone开发人员冲突检测
我正在学习XNA突破克隆的教程,我正在为Windows Phone编程。本教程在球和砖的碰撞检测完成之前结束。砖块以行和列的形式放在屏幕上。我得到了桨的边界框检测,它将球反射到桨上,但砖块需要同样的能力。我正在为我的主要游戏类“球和砖”粘贴代码。如果有人能给我一个如何实现这一点的想法,我将不胜感激。我是否需要一组矩形,或者是否有不同的方法来实现这一点C# 中断Windows Phone开发人员冲突检测,c#,xna,windows-phone,collision-detection,C#,Xna,Windows Phone,Collision Detection,我正在学习XNA突破克隆的教程,我正在为Windows Phone编程。本教程在球和砖的碰撞检测完成之前结束。砖块以行和列的形式放在屏幕上。我得到了桨的边界框检测,它将球反射到桨上,但砖块需要同样的能力。我正在为我的主要游戏类“球和砖”粘贴代码。如果有人能给我一个如何实现这一点的想法,我将不胜感激。我是否需要一组矩形,或者是否有不同的方法来实现这一点 using System; using System.Collections.Generic; using System.Linq; using
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
namespace bouncingBlocks
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D texture1;
Texture2D texture2;
public Vector2 spritePosition1;
Vector2 spritePosition2;
Texture2D mainBackground;
Vector2 mainBackgroundPos;
Vector2 spriteSpeed1 = new Vector2(50.0f, 50.0f);
Vector2 spriteSpeed2 = new Vector2(100.0f, 100.0f);
int sprite1Height;
int sprite1Width;
int sprite2Height;
int sprite2Width;
Texture2D paddleTexture;
Rectangle screenRectangle;
int bricksWide;
int bricksHigh;
Texture2D brickImage;
Block[,] bricks;
Vector2 ballPos;
SoundEffect soundEffect;
//objects
paddle paddle;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 320;
graphics.PreferredBackBufferHeight = 480;
screenRectangle = new Rectangle(
0,
0,
graphics.PreferredBackBufferWidth,
graphics.PreferredBackBufferHeight
);
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
TouchPanel.EnabledGestures = GestureType.FreeDrag;
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
spriteBatch = new SpriteBatch(GraphicsDevice);
texture1 = Content.Load<Texture2D>("Ball");
texture2 = Content.Load<Texture2D>("Ball");
mainBackground = Content.Load<Texture2D>("Background");
mainBackgroundPos.X = 0;
mainBackgroundPos.Y = 0;
paddleTexture = Content.Load<Texture2D>("GlowPaddle");
paddle = new paddle(paddleTexture, screenRectangle);
brickImage = Content.Load<Texture2D>("BlueBlock");
bricksWide = 4;
bricksHigh = 2;
soundEffect = Content.Load<SoundEffect>("Windows Ding");
spritePosition1.X = 0;
spritePosition1.Y = 0;
spritePosition2.X = graphics.GraphicsDevice.Viewport.Width - texture1.Width;
spritePosition2.Y = graphics.GraphicsDevice.Viewport.Height - texture1.Height;
sprite1Height = texture1.Bounds.Height;
sprite1Width = texture1.Bounds.Width;
sprite2Height = texture2.Bounds.Height;
sprite2Width = texture2.Bounds.Width;
StartGame();
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
if (GamePad.GetState(PlayerIndex.One).Buttons.Back ==
ButtonState.Pressed)
this.Exit();
// Move the sprite around.
UpdateSprite(gameTime, ref spritePosition1, ref spriteSpeed1);
UpdateSprite(gameTime, ref spritePosition2, ref spriteSpeed2);
CheckForCollision();
paddCollision(paddle.GetBounds());
paddle.Update();
// TODO: Add your update logic here
base.Update(gameTime);
}
public Rectangle BallGetBounds()
{
return new Rectangle(
(int)spritePosition1.X,
(int)spritePosition1.Y,
texture1.Width,
texture1.Height);
}
private void StartGame()
{
paddle.SetInStartPosition();
bricks = new Block[bricksWide, bricksHigh];
for (int y = 0; y < bricksHigh; y++)
{
Color tint = Color.White;
switch (y)
{
case 0:
tint = Color.Blue;
break;
case 1:
tint = Color.Red;
break;
case 2:
tint = Color.Green;
break;
case 3:
tint = Color.Yellow;
break;
case 4:
tint = Color.Purple;
break;
}
for (int x = 0; x < bricksWide; x++)
{
bricks[x, y] = new Block(
brickImage,
new Rectangle(
x * brickImage.Width,
y * brickImage.Height,
brickImage.Width,
brickImage.Height),
tint);
}
}
}
public void blockCollision(Rectangle ballRec)
{
Rectangle newballLocation = new Rectangle(
(int)spritePosition1.X,
(int)spritePosition1.Y,
texture1.Width,
texture1.Height);
if (ballRec.Intersects(newballLocation))
{
spritePosition1.Y = ballRec.Y - texture1.Height;
spriteSpeed1.Y *= -1;
}
}
public void paddCollision(Rectangle paddleRec)
{
Rectangle ballLocation = new Rectangle(
(int)spritePosition1.X,
(int)spritePosition1.Y,
texture1.Width,
texture1.Height);
if (paddleRec.Intersects(ballLocation))
{
spritePosition1.Y = paddleRec.Y - texture1.Height;
spriteSpeed1.Y *= -1;
}
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
spriteBatch.Draw(mainBackground, mainBackgroundPos, Color.White);
spriteBatch.End();
spriteBatch.Begin();
foreach (Block brick in bricks)
brick.Draw(spriteBatch);
paddle.Draw(spriteBatch);
spriteBatch.End();
// Draw the sprite.
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(texture1, spritePosition1, Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Opaque);
spriteBatch.Draw(texture2, spritePosition2, Color.Gray);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
void UpdateSprite(GameTime gameTime, ref Vector2 spritePosition, ref Vector2 spriteSpeed)
{
// Move the sprite by speed, scaled by elapsed time.
spritePosition +=
spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
int MaxX =
graphics.GraphicsDevice.Viewport.Width - texture1.Width;
int MinX = 0;
int MaxY =
graphics.GraphicsDevice.Viewport.Height - texture1.Height;
int MinY = 0;
// Check for bounce.
if (spritePosition.X > MaxX)
{
spriteSpeed.X *= -1;
spritePosition.X = MaxX;
}
else if (spritePosition.X < MinX)
{
spriteSpeed.X *= -1;
spritePosition.X = MinX;
}
if (spritePosition.Y > MaxY)
{
spriteSpeed.Y *= -1;
spritePosition.Y = MaxY;
}
else if (spritePosition.Y < MinY)
{
spriteSpeed.Y *= -1;
spritePosition.Y = MinY;
}
}
void CheckForCollision()
{
BoundingBox bb1 = new BoundingBox(new Vector3(spritePosition1.X - (sprite1Width / 2),
spritePosition1.Y - (sprite1Height / 2), 0), new Vector3(spritePosition1.X + (sprite1Width / 2),
spritePosition1.Y + (sprite1Height / 2), 0));
BoundingBox bb2 = new BoundingBox(new Vector3(spritePosition2.X - (sprite2Width / 2),
spritePosition2.Y - (sprite2Height / 2), 0), new Vector3(spritePosition2.X + (sprite2Width / 2),
spritePosition2.Y + (sprite2Height / 2), 0));
if (bb1.Intersects(bb2))
{
soundEffect.Play();
}
}
}
}
//球类
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
namespace bouncingBlocks
{
class Ball
{
Texture2D texture1;
Texture2D texture2;
int sprite1Height;
int sprite1Width;
public Vector2 spritePosition1;
Vector2 spriteSpeed1 = new Vector2(50.0f, 50.0f);
public Ball()
{
}
}
}
若您知道砖块的位置和尺寸,只需将返回BoudingBox的属性添加到砖块类中即可。您还可以将该属性添加到ball。BoundingSphere而不是BoundingBox
public BoundingBox Boundingbox
{
return new BoundingBox(new Vector3(this.position.X, position.Y, 0f),
new Vector3(this.position.X + spritewidth,position.Y+spriteheight, 0f));
}
然后当你检查碰撞时,它看起来像这样
foreach(Brick b in bricks)
{
if(ball.BoundingSphere.Intersects(b.Boundingbox))
{
b.Alive=false;
}
}
若您知道砖块的位置和尺寸,只需将返回BoudingBox的属性添加到砖块类中即可。您还可以将该属性添加到ball。BoundingSphere而不是BoundingBox
public BoundingBox Boundingbox
{
return new BoundingBox(new Vector3(this.position.X, position.Y, 0f),
new Vector3(this.position.X + spritewidth,position.Y+spriteheight, 0f));
}
然后当你检查碰撞时,它看起来像这样
foreach(Brick b in bricks)
{
if(ball.BoundingSphere.Intersects(b.Boundingbox))
{
b.Alive=false;
}
}
我想我没有在我贴在上面的课上跑球。我在主游戏类中将它声明为向量spriteposition1,同时它的纹理声明也在主游戏类中。我可以在主游戏类中声明一个boundingsphere并与上面提到的foreach代码一起使用吗?可以,但这不是一个好的做法。我总是为不同的事情单独上课。请记住,如果对象正在移动,则必须在每次更新时更新/创建边界框/球体。我想我没有在上面粘贴的类中运行球。我在主游戏类中将它声明为向量spriteposition1,同时它的纹理声明也在主游戏类中。我可以在主游戏类中声明一个boundingsphere并与上面提到的foreach代码一起使用吗?可以,但这不是一个好的做法。我总是为不同的事情单独上课。记住,如果对象正在移动,则必须在每次更新时更新/创建边界框/球体。