在完成Keyboard and mouse input后,现在是时候让两个entities交互了。
在屏幕上有一些基本的东西,你可以移动你的英雄的图像... 但是当两个entities互相接触时会发生什么?这被称为碰撞,MarteEngine能使得它处理起来比你想象的更容易。
让我们从创建两个Entities:Player和Wall 开始:
public class Player extends Entity { /** * @param x, x coordinate on screen where Player starts * @param y, y coordinate on screen where Player starts */ public Player( float x, float y) { super(x, y); // load Image from disk and associate it as player image Image img = ResourceManager.getImage("player"); setGraphic(img); // define basic collision info // hitbox is a rectangle around entity, in this case it is exactly the size of the player image setHitBox(0, 0, img.getWidth(), img.getHeight()); // declare type of this entity addType("PLAYER"); } }
public class Wall extends Entity { public Wall( float x, float y) { super(x, y); // load Image from disk and associate it as wall image Image img = ResourceManager.getImage("wall"); setGraphic(img); // define basic collision info // hitbox is a rectangle around entity, in this case it is exactly the size of the wall image setHitBox(0, 0, img.getWidth(), img.getHeight()); // declare type of this entity addType(SOLID); } }
我们加入的那几行代码有什么用呢?对于每个entity如果想让它对碰撞有所反应的话,你需要声明两件事情:
1.hitbox: hitbox指定一个entity的边界。当MarteEngine检查碰撞时,它查看每个entity的边界是否与其他entity的hitbox重叠。
2.type: 为加速不同entity组的碰撞检测,你可以定义entity的类型。每个entity可以有多种类型。在我们的例子中,Player 属于“PLAYER”类型,而Wall属于内置的基本类型“SOLID”.
有了这两个基本概念,你可以做你想做的任何事,例如在玩家更新它的位置时使用碰撞检测方法,是有可能检查和避免与其他有内置"SOLID"类型entities发生碰撞的。
public class Player extends Entity { /** * @param x * , x coordinate on screen where Player starts * @param y * , y coordinate on screen where Player starts */ public Player( float x, float y) { super(x, y); // load Image from disk and associate it as player image Image img = ResourceManager.getImage("player"); setGraphic(img); // define basic collision info // hitbox is a rectangle around entity, in this case it is exactly the size of the // player image setHitBox(0, 0, img.getWidth(), img.getHeight()); // declare type of this entity addType("PLAYER"); } @Override public void update(GameContainer container, int delta) throws SlickException { super.update(container, delta); // check if a key is down if (check("RIGHT")) { // do anything you like, for example: only move right if we don't collide with some SOLID entity if (collide(SOLID, x + 10, y)== null) { x = x + 10; } } } }
在update方法里,在玩家移动之前(按下键盘上的右箭头之后),可能要检查玩家与另一个类型为SOLID的entity是否发生碰撞(在我们的例子中是Wall),如果没有发生碰撞,则玩家可以移动。
你也可以使用工具方法(“callback”) 以墙的视角来处理碰撞:
public class Wall extends Entity { public Wall( float x, float y) { super(x, y); // load Image from disk and associate it as wall image Image img = ResourceManager.getImage("wall"); setGraphic(img); // define basic collision info // hitbox is a rectangle around entity, in this case it is exactly the size of the wall image setHitBox(0, 0, img.getWidth(), img.getHeight()); // declare type of this entity addType(SOLID); } @Override public void collisionResponse(Entity other) { // called when colliding with another entity } }
当玩家与墙发生碰撞时,墙应该通过覆写基类Entity中的collisionReponse方法执行一些代码,例如墙可能要下降20个点——假设玩家是一个笨重的人。
现在准备开始Animate sprite教程。
转载于:https://www.cnblogs.com/cuizhf/archive/2012/03/03/2378302.html
