突破Windows Phone开发人员冲突检测

本文关键字:冲突检测 开发 Windows Phone 突破 | 更新日期: 2023-09-27 18:23:38

我正在学习一个XNA Break Out克隆的教程,我正在为Windows Phone编程。本教程在球和砖块的碰撞检测完成之前结束。砖块被一排一列地放在屏幕上。我得到了球拍的边界框检测,它将球反射出球拍,但砖块需要同样的功能。我正在粘贴我的主要游戏类,球和砖块的代码。如果有人能告诉我如何做到这一点,我将不胜感激。我需要一个矩形阵列吗?或者有不同的方法来实现这一点吗?

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();
        }
    }
  }
  }

////块级

             using System;
        using System.Collections.Generic;
        using System.Linq;
        using System.Text;
        using Microsoft.Xna.Framework;
        using Microsoft.Xna.Framework.Graphics;
        namespace bouncingBlocks
        {
            class Block
            {
                Texture2D texture;
                Rectangle location;
                Color tint;
                bool alive;
                private Texture2D brickImage;
                private Rectangle rectangle;
                Rectangle BallRec;
                public Block(Texture2D brickImage, Rectangle rectangle, Color tint)
                {
                    // TODO: Complete member initialization
                    this.texture = brickImage;
                    this.location = rectangle;
                    this.tint = tint;
                    this.alive = true;

                }
                public Rectangle Location
                {
                    get { return location; }
                }

            public void CheckCollision()
            {
            }
                public void Draw(SpriteBatch spriteBatch)
                {
                    if (alive)
                        spriteBatch.Draw(texture, location, tint);
                }
            }

        }

//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()
                {
                }
            }
        }

突破Windows Phone开发人员冲突检测

如果您知道brick的位置和尺寸,您可以简单地将返回BoudingBox的属性添加到brick类中。您也可以将该属性添加到ball中。(BoundingSphere而非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collions时,它会看起来像这样。

    foreach(Brick b in bricks)
    {
       if(ball.BoundingSphere.Intersects(b.Boundingbox))
       {
           b.Alive=false;
       }
    }