我正在SFML中製作2D遊戲,我試圖弄清楚如何在瓷磚地圖中與瓷磚相撞。我寫了一些代碼,但問題是我卡在我碰撞的瓦片中,如下圖所示。我無法向任何方向移動,並且玩家的5個像素位於牆上。 SFML瓷磚地圖衝突
這是我的碰撞/移動代碼
void Player::update(float delta, std::vector<Tile>& tiles) {
canMove = true;
for (int i = 0; i < tiles.size(); i++) {
if (Collision::PixelPerfectTest(sprite, tiles[i].sprite) && tiles[i].collision) {
canMove = false;
}
}
if (canMove) {
move(delta);
}
}
void Player::move(float delta) {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::Up) || sf::Joystick::getAxisPosition(0, sf::Joystick::Y) < -20) {
movement.y -= speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A) || sf::Keyboard::isKeyPressed(sf::Keyboard::Left) || sf::Joystick::getAxisPosition(0, sf::Joystick::X) < -20) {
movement.x -= speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S) || sf::Keyboard::isKeyPressed(sf::Keyboard::Down) || sf::Joystick::getAxisPosition(0, sf::Joystick::Y) > 20) {
movement.y += speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D) || sf::Keyboard::isKeyPressed(sf::Keyboard::Right) || sf::Joystick::getAxisPosition(0, sf::Joystick::X) > 20) {
movement.x += speed * delta;
}
sprite.setPosition(movement);
}
這是PixelPerfectTest功能(它不是我)
bool PixelPerfectTest(const sf::Sprite& Object1, const sf::Sprite& Object2, sf::Uint8 AlphaLimit) {
sf::FloatRect Intersection;
if (Object1.getGlobalBounds().intersects(Object2.getGlobalBounds(), Intersection)) {
sf::IntRect O1SubRect = Object1.getTextureRect();
sf::IntRect O2SubRect = Object2.getTextureRect();
sf::Uint8* mask1 = Bitmasks.GetMask(Object1.getTexture());
sf::Uint8* mask2 = Bitmasks.GetMask(Object2.getTexture());
// Loop through our pixels
for (int i = Intersection.left; i < Intersection.left + Intersection.width; i++) {
for (int j = Intersection.top; j < Intersection.top + Intersection.height; j++) {
sf::Vector2f o1v = Object1.getInverseTransform().transformPoint(i, j);
sf::Vector2f o2v = Object2.getInverseTransform().transformPoint(i, j);
// Make sure pixels fall within the sprite's subrect
if (o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 &&
o1v.x < O1SubRect.width && o1v.y < O1SubRect.height &&
o2v.x < O2SubRect.width && o2v.y < O2SubRect.height) {
if (Bitmasks.GetPixel(mask1, Object1.getTexture(), (int)(o1v.x) + O1SubRect.left, (int)(o1v.y) + O1SubRect.top) > AlphaLimit &&
Bitmasks.GetPixel(mask2, Object2.getTexture(), (int)(o2v.x) + O2SubRect.left, (int)(o2v.y) + O2SubRect.top) > AlphaLimit)
return true;
}
}
}
}
return false;
}
編輯:這是我如何得到它的情況下,任何人的工作從未來需要幫助
void Player::update(float delta, std::vector<Tile>& tiles) {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::Up) || sf::Joystick::getAxisPosition(0, sf::Joystick::Y) < -20) {
newPos.y -= speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A) || sf::Keyboard::isKeyPressed(sf::Keyboard::Left) || sf::Joystick::getAxisPosition(0, sf::Joystick::X) < -20) {
newPos.x -= speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S) || sf::Keyboard::isKeyPressed(sf::Keyboard::Down) || sf::Joystick::getAxisPosition(0, sf::Joystick::Y) > 20) {
newPos.y += speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D) || sf::Keyboard::isKeyPressed(sf::Keyboard::Right) || sf::Joystick::getAxisPosition(0, sf::Joystick::X) > 20) {
newPos.x += speed * delta;
}
sf::Vector2f oldPos = sprite.getPosition();
sprite.setPosition(newPos);
for (int i = 0; i < tiles.size(); i++) {
if (Collision::PixelPerfectTest(sprite, tiles[i].sprite) && tiles[i].collision) {
sprite.setPosition(oldPos);
newPos = oldPos;
}
}
}
我無法起步,也許是因爲它在上午的3。你能寫一些僞代碼嗎? – Wahoozel
@Wahoozel:我沒有編寫僞代碼。 *「嘗試移動播放器,然後檢查是否與牆壁碰撞。如果有碰撞,移動玩家回到它原來的位置。」 * –
非常感謝,我得到它的工作。但是現在,如果我試圖在同一時間說出,說出正確的話,我不能沿着牆壁滑動。我只是被卡住,不能移動,直到我釋放或正確。 – Wahoozel