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スネイプとプラットフォーム バウンディング ボックスの間の衝突検出がプラットフォーム クラスで行われるように、取得する必要があると思われる値を取得することができました。しかし、それは機能していません。エラーはなく、どこが間違っているのかわかりません。どうぞよろしくお願いいたします。私の3つのクラスは以下のとおりです。

ゲーム1クラス

public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;

    Texture2D background;
    Movement character;
    Platform[] platforms;
    //private Vector2 SnapePosition = Vector2.Zero;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
        graphics.PreferredBackBufferHeight = 440;
        graphics.PreferredBackBufferWidth = 782;

    }


    protected override void Initialize()
    {
        // TODO: Add your initialization logic here
        platforms = new Platform[15];


        base.Initialize();
    }


    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch(GraphicsDevice);

        character = new Movement(Content.Load<Texture2D>("snape"), new Rectangle(0, 350, 50, 50));
        for (int i = 0; i < platforms.Length; i++)
        {
            platforms[i] = new Platform(
                Content.Load<Texture2D>("Platforms/lvl2_platform"), new Rectangle(i*100, 410, 100, 30), character.Snape, character.SnapePosition);
        }

        // TODO: use this.Content to load your game content here
        background = Content.Load<Texture2D>("Backgrounds/lvl2_background");
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }

    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Update(GameTime gameTime)
    {
        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();

        //Allows the player to move
        character.Update();

        // TODO: Add your update logic here


        base.Update(gameTime);
    }

    /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

        // TODO: Add your drawing code here

        spriteBatch.Begin();
        spriteBatch.Draw(background, Vector2.Zero, Color.White);
        character.Draw(spriteBatch);

        foreach (Platform platform in platforms)
        {
            platform.Draw(spriteBatch);
        }
        spriteBatch.End();

        base.Draw(gameTime);
    }
}
}

プレイヤークラス

class Player
{
    public Texture2D Snape;
    public Rectangle SnapePosition;


    public virtual void Update()
    {

    }

    public void Draw(SpriteBatch spriteBatch)
    {
        spriteBatch.Draw(Snape,SnapePosition,Color.White);
    }
}

class Movement : Player
{
        public Movement(Texture2D newSnape, Rectangle newSnapePosition)
    {
        Snape = newSnape;
        SnapePosition = newSnapePosition;
    }



        public override void Update()
        {
            KeyboardState keyBoard = Keyboard.GetState();

            if (keyBoard.IsKeyDown(Keys.A))
            {
                SnapePosition.X -= 5;
            }
            if (keyBoard.IsKeyDown(Keys.D))
            {
                SnapePosition.X += 5;
            }
            if (keyBoard.IsKeyDown(Keys.W))
            {
                SnapePosition.Y -= 5;
            }
            if (keyBoard.IsKeyDown(Keys.S))
            {
                SnapePosition.Y += 5;
            }

        }
}
}

プラットフォーム クラス

class Platform
{
    Texture2D texture;
    Rectangle rectangle;
    Texture2D snape;
    Rectangle snapePosition;
    public Rectangle test;


    public enum CollisionPosition { None, Top, Bottom, Left, Right };
    public CollisionPosition collisionType;
    public bool inCollision;
    public int collisionDepth;

    public Platform(Texture2D newTexture, Rectangle newRectangle, Texture2D newSnape, Rectangle newSnapePos)
    { 
        texture = newTexture;
        rectangle = newRectangle;
        snapePosition = newSnapePos;
        snape = newSnape;
    }

    public void Draw(SpriteBatch spriteBatch)
    {
        spriteBatch.Draw(texture, rectangle, Color.White);
    }

    public void Collisions()
    {
        if (rectangle.Intersects(snapePosition))
        inCollision = true;
    }

    public void DetermineCollisionType()
    {
        if (inCollision == false)
        {
            collisionType = CollisionPosition.None;
            collisionDepth = 0;
        }
        else
        {
            // Determine the side of *least intersection* for snape
            int minOverlap = int.MaxValue;

            // Check the top side
            int tOverlap =
                (rectangle.Y + texture.Height / 2)
                - (snapePosition.Y - snape.Height / 2);
            if (tOverlap > 0 && tOverlap < minOverlap)
            {
                collisionType = CollisionPosition.Top;
                minOverlap = tOverlap;
            }

            // Check the bottom side
            int bOverlap =
                (snapePosition.Y + snape.Height / 2)
                - (rectangle.Y - texture.Height / 2);
            if (bOverlap > 0 && bOverlap < minOverlap)
            {
                collisionType = CollisionPosition.Bottom;
                minOverlap = bOverlap;
            }

            // Check the right overlap
            int rOverlap =
                (snapePosition.X + snape.Width / 2)
                - (rectangle.X - texture.Width / 2);
            if (rOverlap > 0 && rOverlap < minOverlap)
            {
                collisionType = CollisionPosition.Right;
                minOverlap = rOverlap;
            }

            // Check the left overlap
            int lOverlap =
                (rectangle.X + texture.Width / 2)
                - (snapePosition.X - snape.Width / 2);
            if (lOverlap > 0 && lOverlap < minOverlap)
            {
                collisionType = CollisionPosition.Left;
                minOverlap = lOverlap;
            }

            // Update the collision depth
            collisionDepth = minOverlap;
        }
    }

    public void SeparateSnape()
    {
        switch (collisionType)
        {
            case CollisionPosition.None:
                break;
            case CollisionPosition.Top:
                snapePosition.Y += collisionDepth;
                break;
            case CollisionPosition.Bottom:
                snapePosition.Y -= collisionDepth;
                break;
            case CollisionPosition.Right:
                snapePosition.X -= collisionDepth;
                break;
            case CollisionPosition.Left:
                snapePosition.X += collisionDepth;
                break;
        }
    }

    public void Update()
    {
        // Check for collision
        Collisions();

        // Determine collision type
        DetermineCollisionType();

        // Separate snape
        SeparateSnape();
    }

    public Rectangle getSnapePos
    {
        get { return snapePosition; }
    }
}

}
4

2 に答える 2

1
protected override void Update(GameTime gameTime)
{
    // Allows the game to exit
    if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
        this.Exit();

    //Allows the player to move
    character.Update();

    // TODO: Add your update logic here


    base.Update(gameTime);
}

プラットフォームに関する更新はありません。

追加してみてください

 foreach (Platform platform in platforms)
    {
        platform.Update();
    }
于 2012-10-20T15:36:16.447 に答える