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我正在使用libGDX創建一個像曲線發燒但適用於Android的遊戲。
其實我正在研究碰撞,但我嘗試的一切都不行;我使用Rectangle
類的overlaps
方法。
它總是返回false
。重疊方法不起作用
這裏是用來檢查是否有衝突的代碼:
public void collision() {
if(head.getAlive()) {
for (TailSnake tail : getTail()) {
if (tail.lifeTime > 2)
if (head.bounds.overlaps(tail.bounds))
head.dead();
}
for (Object wallObj : getWall()) {
Wall wall = (Wall) wallObj;
if (head.bounds.overlaps(wall.bounds))
head.dead();
}
}
}
的TailSnake代碼:
package com.me.mygdxgame;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
public class TailSnake {
static final float SIZE = 0.1f;
Vector2 position = new Vector2();
Rectangle bounds = new Rectangle();
float lifeTime = 0;
public TailSnake(Vector2 position) {
this.position = position;
this.bounds.height = SIZE;
this.bounds.width = SIZE;
}
public Rectangle getBounds() {
return bounds;
}
public Vector2 getPosition() {
return position;
}
public void update(float delta) {
lifeTime += delta;
}
}
最後HeadSnake的代碼:
package com.me.mygdxgame;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
public class HeadSnake extends TailSnake{
static final float SPEED = 1f;
static final double ROTATE_SPEED = 200;
Rectangle bounds = new Rectangle();
Vector2 velocity = new Vector2();
boolean alive = true;
public HeadSnake(Vector2 position) {
super(position);
this.velocity.x = 0;
this.velocity.y = SPEED;
}
public Vector2 getVelocity() {
return velocity;
}
public boolean getAlive() {
return alive;
}
public void update(float delta) {
if (alive)
position.add(velocity.cpy().scl(delta));
}
public void dead() {
this.alive = false;
}
}
非常感謝。我不知道爲什麼我沒有想到這一點。 – Poroing
@ user2984573我很樂意提供幫助。 :) –