我想在C#XNA中爲一個學校項目製作一個非常簡單的類terraria遊戲。我的時間非常有限,否則我可能會花更多的時間來自己弄清楚。我創建了一個瓷磚地圖,但我無法弄清楚如何使瓷磚「堅實」,而不是通過。Tilemap碰撞檢測C#XNA
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.Media;
namespace TileEngine {
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D character;
Vector2 cPosition;
Rectangle cBounds, t1Bounds;
List<Texture2D> tileTextures = new List<Texture2D>();
int[,] tileMap = new int[,]
{
{ 0, 1, 1, 0, 2, 1, 1, 1, 0, 1, },
{ 0, 1, 1, 0, 2, 1, 1, 1, 0, 1, },
{ 0, 1, 1, 0, 2, 1, 1, 1, 0, 1, },
{ 0, 1, 1, 0, 2, 1, 1, 1, 0, 1, },
};
int tileWidth = 64;
int tileHeight = 36;
int cameraPositionX = 0;
int cameraPositionY = 0;
int vSpeed = 0;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
IsMouseVisible = true;
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720;
graphics.ApplyChanges();
cPosition = new Vector2(graphics.GraphicsDevice.Viewport.Width/2 - 15, graphics.GraphicsDevice.Viewport.Height/2 - 20);
cBounds = new Rectangle((int)(cPosition.X), (int)(cPosition.Y), character.Width, character.Height);
base.Initialize();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
Texture2D texture;
character = Content.Load<Texture2D>("Tiles/character");
texture = Content.Load<Texture2D>("Tiles/green");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/red");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/blue");
tileTextures.Add(texture);
cBounds = new Rectangle((int)(cPosition.X), (int)(cPosition.Y),
character.Width, character.Height);
// TODO: use this.Content to load your game content here
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
KeyboardState keyState = Keyboard.GetState();
vSpeed += 1;
cameraPositionY += vSpeed;
if (keyState.IsKeyDown(Keys.Right))
cameraPositionX += 5;
if (keyState.IsKeyDown(Keys.Left))
cameraPositionX -= 5;
if (keyState.IsKeyDown(Keys.Space))
vSpeed = -15;
if (cBounds.Intersects(t1Bounds))
{
cameraPositionY = 0;
vSpeed = 0;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
int tileMapWidth = tileMap.GetLength(1);
int tileMapHeight = tileMap.GetLength(0);
spriteBatch.Draw(character, cPosition, Color.White);
for (int x = 0; x < tileMapWidth; x++)
{
for (int y = 0; y < tileMapHeight; y++)
{
int textureIndex = tileMap[y, x];
Texture2D texture = tileTextures[textureIndex];
spriteBatch.Draw(
texture, t1Bounds =
new Rectangle(
320 + x * tileWidth - cameraPositionX,
540 + y * tileHeight - cameraPositionY,
tileWidth,
tileHeight),
Color.White);
}
}
spriteBatch.End();
base.Draw(gameTime);
}
} }
正如你可以看到我試圖使矩形周圍所有的精靈,當他們交叉檢測,但它似乎並沒有工作。即使我使矩形工作,我只是不知道如果它們相交如何做。如果我將速度設置爲0,那麼它將仍然緩慢地「落入」塊中,因爲存在默認的垂直加速度。
您不必通過將速度設置爲「0」來停止玩家,您需要查看玩家進入瓦片的距離(也稱爲交叉點深度),然後減去深度以將玩家重新放回瓦片。 – Cyral
除了最後一個瓷磚,您沒有任何碰撞檢查的地方。您可能必須對所有矩形創建一個數組,然後創建一個foreach循環,如果它與玩家邊界相交,請檢查每個tilerectangle。請記住@Cyral也說了什麼。 – joppiesaus