0
因此,最近我開始在C++和SFML中製作Pacman克隆。一切都很順利開發遊戲,直到我需要創建牆壁碰撞。碰撞時我不太好,所以我期待着有問題。Pacman在C++和SFML中的碰撞代碼幫助
我想要做的是檢查牆壁是否高於你,除了你或其他什麼,然後停止玩家,如果你碰撞牆。
問題是,當你撞上一堵牆時,你就會停下來提前。有時候你會陷入其中。這不會與代碼相混淆,因爲Pacman無法在牆壁超過你或某物時轉身,但當跑到牆壁停下來的時候。
這裏是我剛纔提到的關於轉碰撞的代碼(它也適用,因此無需用於固定):
// All of the movement functions.
if (Keyboard::isKeyPressed(Keyboard::Up) && mapData[xtile + (ytile - 1) * 25] != 1 && mapData[xtile + (ytile - 1) * 25] != 2){
direction = Directions{ Up };
setVelocity(0.0, -2.5);
source.x = 73;
}
if (Keyboard::isKeyPressed(Keyboard::Down) && mapData[xtile + (ytile + 1) * 25] != 1 && mapData[xtile + (ytile + 1) * 25] != 2){
direction = Directions{ Down };
setVelocity(0.0, 2.5);
source.x = 110;
}
if (Keyboard::isKeyPressed(Keyboard::Left) && mapData[(xtile + 1) + ytile * 25] != 1 && mapData[(xtile - 1) + ytile * 25] != 2){
direction = Directions{ Left };
setVelocity(-2.5, 0.0);
source.x = 0;
}
if (Keyboard::isKeyPressed(Keyboard::Right) && mapData[(xtile - 1) + ytile * 25] != 1 && mapData[(xtile + 1) + ytile * 25] != 2){
direction = Directions{ Right };
setVelocity(2.5, 0.0);
source.x = 38;
}
的source.x啄是動畫,讓無關面臨着問題。 setVelocity設置玩家的速度,方向就是玩家的方向。方向由enumuration設定。
這裏是我的代碼,如果你想看到所有其他的文件和類(儘管它們可能與問題無關)或其他信息,只要問我代碼或解釋,我會發布它!
但是enough呀,我們走吧!
的main.cpp
// Headers for the program.
#include <iostream>
#include <vector>
#include <SFML/Graphics.hpp>
// Game headers.
#include "renderer.h"
#include "pacman.h"
#include "pellet.h"
#include "map.h"
using std::cout;
using namespace sf;
// All of theese functions will be used for doing things in the future.
void render();
void logic();
enum Directions{ Up = 1, Down = 2, Left = 3, Right = 4 }; // pacman's directions
// Level data array. For the map.
int mapData[] =
{
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 1
1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, // 2
1, 3, 1, 1, 1, 3, 1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, 3, 1, 1, 1, 3, 1, // 3
1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, // 4
1, 3, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 3, 1, // 5
1, 3, 3, 3, 3, 3, 1, 3, 3, 3, 3, 3, 1, 3, 3, 3, 3, 3, 1, 3, 3, 3, 3, 3, 1, // 6
1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, // 7
0, 0, 0, 0, 1, 3, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, 3, 1, 0, 0, 0, 0, // 8
1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 2, 2, 2, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, // 9
3, 3, 3, 3, 3, 3, 3, 3, 1, 0, 0, 0, 0, 0, 0, 0, 1, 3, 3, 3, 3, 3, 3, 3, 3, // 10
1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, // 11
0, 0, 0, 0, 1, 3, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, 3, 1, 0, 0, 0, 0, // 12
1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, // 13
1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, // 14
1, 3, 1, 1, 1, 3, 1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, 3, 1, 1, 1, 3, 1, // 15
1, 3, 3, 3, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, 3, 3, 3, 1, // 16
1, 1, 1, 3, 1, 3, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 3, 1, 3, 1, 1, 1, // 17
1, 3, 3, 3, 3, 3, 1, 3, 3, 3, 3, 3, 1, 3, 3, 3, 3, 3, 1, 3, 3, 3, 3, 3, 1, // 18
1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, // 19
1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, // 20
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 // 21
};
// The maze for the game.
Map maze{ mapData };
// Make the renderer.
Renderer renderer(Vector2u(800, 800), "Pac-man");
// Make our yellow friend
Pacman pacman(358, 353);
int main(){
while (renderer.window.isOpen()){ // As long as the window is open, do this loop.
Event event; // A event var for only one thing, closing the window.
while (renderer.window.pollEvent(event)){ // Poll a event...
if (event.type == Event::Closed){ // Check if the event is a close event...
renderer.window.close(); // ... and if it is a close event then close the window.
}
}
logic(); // Doing our logic before the rendering.
render(); // Rendering.
}
}
void render(){
for (int x = 0; x < maze.map.size(); x++){
renderer.Render(maze.map[x]);
}
renderer.Render(pacman.sprite); // Render Pacman.
renderer.window.display(); // Display...
renderer.window.clear(); // ... And then clear the image.
}
void logic(){ // Here we are going to do all of our game logic.
pacman.update(mapData, maze.map);
pacman.sprite.move(pacman.xvel, pacman.yvel); // Move Pacman
// The problem most likely occurs with theese ifs:
if (pacman.direction == Up && !pacman.sprite.getGlobalBounds().intersects(maze.map[pacman.xtile + (pacman.ytile - 1) * 25].getGlobalBounds()) && mapData[
pacman.xtile + (pacman.ytile - 1) * 25] == 1){
pacman.yvel = 0;
}
if (pacman.direction == Down && !pacman.sprite.getGlobalBounds().intersects(maze.map[pacman.xtile + (pacman.ytile + 1) * 25].getGlobalBounds()) && mapData[
pacman.xtile + (pacman.ytile + 1) * 25] == 1){
pacman.yvel = 0;
}
if (pacman.direction == Left && !pacman.sprite.getGlobalBounds().intersects(maze.map[(pacman.xtile - 1) + pacman.ytile * 25].getGlobalBounds()) && mapData[
(pacman.xtile - 1) + pacman.ytile * 25] == 1){
pacman.xvel = 0;
}
if (pacman.direction == Right && !pacman.sprite.getGlobalBounds().intersects(maze.map[(pacman.xtile + 1) + pacman.ytile * 25].getGlobalBounds()) && mapData[
(pacman.xtile + 1) + pacman.ytile * 25] == 1){
pacman.xvel = 0;
}
// pellet collision (fully working)
if (mapData[pacman.xtile + pacman.ytile * 25] == 3){
mapData[pacman.xtile + pacman.ytile * 25] = 0;
maze.map[pacman.xtile + pacman.ytile * 25].setColor(sf::Color(0, 0, 0, 0));
pacman.addPoint();
}
}
你去那裏。如果您對如何解決或解決此問題有任何建議,請隨時將其發佈給我。請記住,如果您需要更多信息,請問我。提前致謝!
嗯,沒有。它似乎仍然不起作用。 =( –
以及我不確定'pacman.update'和'pacman.sprite.move'是做什麼的。如果'pacman.update'用當前pacman位置更新迷宮數組,那麼你必須在'update'前面加上'move' – StahlRat
這是pacman.update()的樣子: 1.獲取方向和設置速度 2.動畫 3.獲取位置和瓷磚位置,即xpos/tilesize = xtile; –