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  • Programming 2D Games 读书笔记(第六章)

     

    http://www.programming2dgames.com/chapter6.htm

    示例一:Bounce

    边界碰撞测试

    velocity为移动的速度,

    1. 超过右边界,velocity.x为负,spriteData.x位置减去宽度
    2. 超过左边界,velocity.x为正

    上下边界同理

    //=============================================================================
    // update
    // typically called once per frame
    // frameTime is used to regulate the speed of movement and animation
    //=============================================================================
    void Ship::update(float frameTime)
    {
        Entity::update(frameTime);
        spriteData.angle += frameTime * shipNS::ROTATION_RATE;  // rotate the ship
        spriteData.x += frameTime * velocity.x;     // move ship along X 
        spriteData.y += frameTime * velocity.y;     // move ship along Y
    
        float fScale=getScale();
        // Bounce off walls
        // if hit right screen edge
        if (spriteData.x > GAME_WIDTH-shipNS::WIDTH*fScale)
        {
            // position at right screen edge
            spriteData.x = GAME_WIDTH-shipNS::WIDTH*fScale;
            velocity.x = -velocity.x;               // reverse X direction
        } 
        else if (spriteData.x < 0)                  // else if hit left screen edge
        {
            spriteData.x = 0;                       // position at left screen edge
            velocity.x = -velocity.x;               // reverse X direction
        }
        // if hit bottom screen edge
        if (spriteData.y > GAME_HEIGHT-shipNS::HEIGHT*fScale)
        {
            // position at bottom screen edge
            spriteData.y = GAME_HEIGHT-shipNS::HEIGHT*fScale;
            velocity.y = -velocity.y;               // reverse Y direction
        }
        else if (spriteData.y < 0)                  // else if hit top screen edge
        {
            spriteData.y = 0;                       // position at top screen edge
            velocity.y = -velocity.y;               // reverse Y direction
        }
    }

    示例二:Planet Collision

    参考:http://wenku.baidu.com/view/45544cfcfab069dc50220145.html

    1.包围球碰撞

    //=============================================================================
    // Circular collision detection method
    // Called by collision(), default collision detection method
    // Post: returns true if collision, false otherwise
    //       sets collisionVector if collision
    //=============================================================================
    bool Entity::collideCircle(Entity &ent, VECTOR2 &collisionVector)
    {
        // difference between centers
        distSquared = *getCenter() - *ent.getCenter();
        distSquared.x = distSquared.x * distSquared.x;      // difference squared
        distSquared.y = distSquared.y * distSquared.y;
    
        // Calculate the sum of the radii (adjusted for scale)
        sumRadiiSquared = (radius*getScale()) + (ent.radius*ent.getScale());
        sumRadiiSquared *= sumRadiiSquared;                 // square it
    
        // if entities are colliding
        if(distSquared.x + distSquared.y <= sumRadiiSquared)
        {
            // set collision vector
            collisionVector = *ent.getCenter() - *getCenter();
            return true;
        }
        return false;   // not colliding
    }

    2.AABB碰撞检测

    //=============================================================================
    // Axis aligned bounding box collision detection method
    // Called by collision()
    // Post: returns true if collision, false otherwise
    //       sets collisionVector if collision
    //=============================================================================
    bool Entity::collideBox(Entity &ent, VECTOR2 &collisionVector)
    {
        // if either entity is not active then no collision may occcur
        if (!active || !ent.getActive())
            return false;
    
        // Check for collision using Axis Aligned Bounding Box.
        if( (getCenterX() + edge.right*getScale() >= ent.getCenterX() + ent.getEdge().left*ent.getScale()) && 
            (getCenterX() + edge.left*getScale() <= ent.getCenterX() + ent.getEdge().right*ent.getScale()) &&
            (getCenterY() + edge.bottom*getScale() >= ent.getCenterY() + ent.getEdge().top*ent.getScale()) && 
            (getCenterY() + edge.top*getScale() <= ent.getCenterY() + ent.getEdge().bottom*ent.getScale()) )
        {
            // set collision vector
            collisionVector = *ent.getCenter() - *getCenter();
            return true;
        }
    
        return false;
    }
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  • 原文地址:https://www.cnblogs.com/Clingingboy/p/3335572.html
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