XNA-第一次碰撞后球检测碰撞错误
本文关键字:碰撞 检测 错误 第一次 XNA- | 更新日期: 2023-09-27 18:25:21
在我的乒乓球游戏中,我基本上有两个球拍,一个设置为从所有墙壁/球拍上反弹的球,它过去工作得很好,但现在在第一次用球拍击球后,它开始检测到碰撞错误,你能看看这个代码吗?
Ball.cs:
public class Ball
{
GreenPaddle gPaddle;
BluePaddle bPaddle;
public Texture2D ballTexture;
public Vector2 ballPosition;
public Rectangle ballRect;
public float speed = 1f;
bool movingUp, movingLeft;
public Ball(GreenPaddle paddle, BluePaddle paddleb)
{
this.gPaddle = paddle;
this.bPaddle = paddleb;
movingLeft = true;
movingUp = true;
}
public void LoadContent(ContentManager Content)
{
ballTexture = Content.Load<Texture2D>("ball");
ballPosition = new Vector2(380, 225);
ballRect = new Rectangle((int)ballPosition.X, (int)ballPosition.Y,
20, 20);
}
public void Update(GameTime gameTime)
{
BallMovement();
CollideWithPaddles();
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(ballTexture, ballRect, Color.White);
}
public void BallMovement()
{
if (movingUp) { ballPosition.Y -= speed; ballRect.Y -= (int)speed; }
if (!movingUp) { ballPosition.Y += speed; ballRect.Y += (int)speed; }
if (movingLeft) { ballPosition.X -= speed; ballRect.X -= (int)speed; }
if (!movingLeft) { ballPosition.X += speed; ballRect.X += (int)speed; }
if (ballPosition.Y < 83)
{
movingUp = false;
}
if (ballPosition.Y >= 500)
{
movingUp = true;
}
}
public void CollideWithPaddles()
{
if (ballRect.Intersects(gPaddle.gpRect))
movingLeft = false;
if (ballRect.Intersects(bPaddle.bpRect))
movingLeft = true;
}
}
在我的Game1.cs中,我有一个部分,我可能认为它会引起一些问题:
public bool BallHitEffect()
{
//Plays an effect/animation when ball hits the paddle
if (gPaddle.gpRect.Intersects(ball.ballRect) || bPaddle.bpRect.Intersects(ball.ballRect))
{
ball.speed += 0.5f;//Makes the ball go faster every paddle-hit.
return true;
}
else { return false; }
}
在我的Game1.cs更新方法中,我有这样的动画:
//If it is not already playing and there is collision, start playing
if (!IsPlaying && BallHitEffect())
IsPlaying = true;
//Increment the frameTimePlayed by the time (in milliseconds) since the last frame
if (IsPlaying)
frameTimePlayed += gameTime.ElapsedGameTime.TotalMilliseconds;
//If playing and we have not exceeded the time limit
if (IsPlaying && frameTimePlayed < animationTime)
{
animatedSprite.Update(gameTime);
// And increment your frames (Using division to figure out how many frames per second)
}
//If exceeded time, reset variables and stop playing
else if (IsPlaying && frameTimePlayed >= animationTime)
{
frameTimePlayed = 0;
IsPlaying = false;
// TODO: Possibly custom animation.Stop(), depending on your animation class
}
动画为800x400,每个图像/平铺为200x200。
这里的问题是,当球碰撞时,速度会增加0.5。然而,当你移动命中框时,你会绕过速度。这意味着命中框每帧移动1,但球移动0.5