マップとの衝突を検出するにはどうすればよいですか? マップと車との衝突を検出したい。色をスキャンします。
私のアンダーマップでは、トラックはグレー、芝生は白、壁は黄色です。
上の地図: トラックはより現実的で、彼らが見ているものです。
http://www.xnadevelopment.com/tutorials/theroadnottaken/theroadnottaken.shtmlを試しましたが、衝突するとコードが機能しません。その多くは XNA 4.0 では機能しませんが、まさに私が使用できるものです。
//This method checks to see if the Sprite is going to move into an area that does
//not contain all Gray pixels. If the move amount would cause a movement into a non-gray
//pixel, then a collision has occurred.
private bool CollisionOccurred(int aMove)
{
//Calculate the Position of the Car and create the collision Texture. This texture will contain
//all of the pixels that are directly underneath the sprite currently on the Track image.
float aXPosition = (float)(-mCarWidth / 2 + mCarPosition.X + aMove * Math.Cos(mCarRotation));
float aYPosition = (float)(-mCarHeight / 2 + mCarPosition.Y + aMove * Math.Sin(mCarRotation));
Texture2D aCollisionCheck = CreateCollisionTexture(aXPosition, aYPosition);
//Use GetData to fill in an array with all of the Colors of the Pixels in the area of the Collision Texture
int aPixels = mCarWidth * mCarHeight;
Color[] myColors = new Color[aPixels];
aCollisionCheck.GetData<Color>(0, new Rectangle((int)(aCollisionCheck.Width / 2 - mCarWidth / 2), (int)(aCollisionCheck.Height / 2 - mCarHeight / 2), mCarWidth, mCarHeight), myColors, 0, aPixels);
//Cycle through all of the colors in the Array and see if any of them
//are not Gray. If one of them isn't Gray, then the Car is heading off the road
//and a Collision has occurred
bool aCollision = false;
foreach (Color aColor in myColors)
{
//If one of the pixels in that area is not Gray, then the sprite is moving
//off the allowed movement area
if (aColor != Color.Gray)
{
aCollision = true;
break;
}
}
return aCollision;
}
パート2
//Create the Collision Texture that contains the rotated Track image for determing
//the pixels beneath the Car srite.
private Texture2D CreateCollisionTexture(float theXPosition, float theYPosition)
{
//Grab a square of the Track image that is around the Car
graphics.GraphicsDevice.SetRenderTarget(0, mTrackRender);
graphics.GraphicsDevice.Clear(ClearOptions.Target, Color.Red, 0, 0);
mSpriteBatch.Begin();
mSpriteBatch.Draw(mTrack, new Rectangle(0, 0, mCarWidth + 100, mCarHeight + 100),
new Rectangle((int)(theXPosition - 50),
(int)(theYPosition - 50), mCarWidth + 100, mCarHeight + 100), Color.White);
mSpriteBatch.End();
graphics.GraphicsDevice.ResolveRenderTarget(0);
graphics.GraphicsDevice.SetRenderTarget(0, null);
Texture2D aPicture = mTrackRender.GetTexture();
//Rotate the snapshot of the area Around the car sprite and return that
graphics.GraphicsDevice.SetRenderTarget(0, mTrackRenderRotated);
graphics.GraphicsDevice.Clear(ClearOptions.Target, Color.Red, 0, 0);
mSpriteBatch.Begin();
mSpriteBatch.Draw(aPicture, new Rectangle((int)(aPicture.Width / 2), (int)(aPicture.Height / 2),
aPicture.Width, aPicture.Height), new Rectangle(0, 0, aPicture.Width, aPicture.Width),
Color.White, -mCarRotation, new Vector2((int)(aPicture.Width / 2), (int)(aPicture.Height / 2)), SpriteEffects.None, 0);
mSpriteBatch.End();
graphics.GraphicsDevice.ResolveRenderTarget(0);
graphics.GraphicsDevice.SetRenderTarget(0, null);
return mTrackRenderRotated.GetTexture();
}