打破Windows Phone开发碰撞检测

打破Windows Phone开发碰撞检测

问题描述:

我正在按照我为Windows Phone进行编程的XNA Break Out克隆的教程。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。我得到了将球从桨上反射出来的桨的边界框检测,但砖需要相同的能力。我正在粘贴我的主要游戏类,球和砖块的代码。如果任何人都可以给我一个想法,我可以做到这一点,将不胜感激。我需要一组矩形,还是有不同的方法来完成这项工作?打破Windows Phone开发碰撞检测

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(); 
     } 

    } 

    } 
    } 

////座级

   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); 
       } 

      } 



     } 

// Ball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() 
       { 

       } 
      } 
     } 

如果你知道位置和砖的尺寸,你可以简单地添加属性至极返回BoudingBox砖类。您也可以将该属性添加到球中。 (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,当您检查碰撞时,它会看起来像这样。

foreach(Brick b in bricks) 
    { 
     if(ball.BoundingSphere.Intersects(b.Boundingbox)) 
     { 
      b.Alive=false; 
     } 
    } 
+0

我想我上面粘贴的课没有跑球。我将它在主游戏类中声明为vector spriteposition1以及它在主游戏类中的纹理声明。我可以在主游戏类中声明一个boundingsphere并将它与上面提到的foreach代码一起使用吗? – 2012-02-06 01:29:43

+0

是的,你可以但这不是很好的做法。我总是为单独的“事物”分班。并且,如果该对象正在移动,则每次更新时都必须更新/创建boundingBox/Sphere。 – 2012-02-06 02:23:43