C#与SFML博弈交叉
在2D platformer游戏(如PacMan)中,我的C#与SFML博弈交叉,c#,sfml,2d-games,sfml.net,C#,Sfml,2d Games,Sfml.net,在2D platformer游戏(如PacMan)中,我的MoveEntity()方法有问题。当玩家在我想要的交叉点路径上时: e.IsAtIntersection = true; 然后调用UpdateDirection() 但他并没有停下来,而是穿过小径,不管是有墙还是空小径。程序从未到达上述行。成员保持为false。也许有可能用一种更简单的方式写,或者我犯了一个简单的错误。以下是完整的方法: private void MoveEntity(Entity e) { int angle
MoveEntity()
方法有问题。当玩家在我想要的交叉点路径上时:
e.IsAtIntersection = true;
然后调用UpdateDirection()
但他并没有停下来,而是穿过小径,不管是有墙还是空小径。程序从未到达上述行。成员保持为false
。也许有可能用一种更简单的方式写,或者我犯了一个简单的错误。以下是完整的方法:
private void MoveEntity(Entity e)
{
int angle = 0;
if (e.currentDirection == Direction.RIGHT) angle = 0;
else if (e.currentDirection == Direction.DOWN) angle = 90;
else if (e.currentDirection == Direction.LEFT) angle = 180;
else if (e.currentDirection == Direction.UP) angle = 270;
var scalex = Math.Round(Math.Cos(angle * (Math.PI / 180.0)));
var scaley = Math.Round(Math.Sin(angle * (Math.PI / 180.0)));
var velocityx = (float)(e.Speed * scalex);
var velocityy = (float)(e.Speed * scaley);
Sprite sp = sprites[e.Name];
Vector2f v = new Vector2f(sp.Position.X + velocityx, sp.Position.Y + velocityy);
sp.Position = v;
var eCenterX = sp.Position.X + sp.TextureRect.Width / 2;
var eCenterY = sp.Position.Y + sp.TextureRect.Height / 2;
var tileY = Math.Floor((eCenterY) / TILEHEIGHT);
var tileX = Math.Floor((eCenterX) / TILEWIDTH);
var tileXpos = TILEWIDTH * Math.Floor(tileX + 1);
var tileYpos = TILEHEIGHT * Math.Floor(tileY + 1);
e.X = (int)tileY;
e.Y = (int)tileX;
if (eCenterX == tileXpos && eCenterY == tileYpos)
e.IsAtIntersection = true;
else
e.IsAtIntersection = false;
}
e.X
和e.Y
的浮点加法不太可能完全达到目标值。您应该检查实体是否跨相应的行移动:
例如,对于向右运动,类似这样的情况:
if(e.currentDirection == Direction.RIGHT
&& eCenterX - velocityx< tileXpos && eCenterX >= eCenterX)
e.IsAtIntersection = true;
您还可以沿y坐标移动它,以补偿沿x坐标的向后移动。带有浮点的==运算符检查是否完全相等。通常,即使是经过非常相似操作的浮动也仍然不相等。在比较浮动上的相等时,最佳做法是执行以下操作:
if(Math.Abs(floatA-floatB) <= someSmallFloat)
if(Math.Abs(floatA floatB)这是我编辑的工作代码:
private void MoveEntity(Entity e)
{
int angle = 0;
if (e.currentDirection == Direction.RIGHT) angle = 0;
else if (e.currentDirection == Direction.DOWN) angle = 90;
else if (e.currentDirection == Direction.LEFT) angle = 180;
else if (e.currentDirection == Direction.UP) angle = 270;
var scalex = Math.Round(Math.Cos(angle * (Math.PI / 180.0)));
var scaley = Math.Round(Math.Sin(angle * (Math.PI / 180.0)));
var velocityx = (float)(e.Speed * scalex);
var velocityy = (float)(e.Speed * scaley);
Sprite sp = sprites[e.Name];
Vector2f v = new Vector2f(sp.Position.X + velocityx, sp.Position.Y + velocityy);
sp.Position = v;
var tileY = (int)sp.Position.Y / 60;
var tileX = (int)sp.Position.X / 60;
var tileXpos = tileX * 60;
var tileYpos = tileY * 60;
e.X = (int)tileY;
e.Y = (int)tileX;
if (sp.Position.X == tileXpos && sp.Position.Y == tileYpos)
e.IsAtIntersection = true;
else
e.IsAtIntersection = false;
}
private void MoveEntity(Entity e)
{
int angle = 0;
if (e.currentDirection == Direction.RIGHT) angle = 0;
else if (e.currentDirection == Direction.DOWN) angle = 90;
else if (e.currentDirection == Direction.LEFT) angle = 180;
else if (e.currentDirection == Direction.UP) angle = 270;
var scalex = Math.Round(Math.Cos(angle * (Math.PI / 180.0)));
var scaley = Math.Round(Math.Sin(angle * (Math.PI / 180.0)));
var velocityx = (float)(e.Speed * scalex);
var velocityy = (float)(e.Speed * scaley);
Sprite sp = sprites[e.Name];
Vector2f v = new Vector2f(sp.Position.X + velocityx, sp.Position.Y + velocityy);
sp.Position = v;
var tileY = (int)sp.Position.Y / 60;
var tileX = (int)sp.Position.X / 60;
var tileXpos = tileX * 60;
var tileYpos = tileY * 60;
e.X = (int)tileY;
e.Y = (int)tileX;
if (sp.Position.X == tileXpos && sp.Position.Y == tileYpos)
e.IsAtIntersection = true;
else
e.IsAtIntersection = false;
}