我必须制作具有碰撞检测功能的tron型游戏.我首先使p1和p2移动并在它们后面留下痕迹.
我试图进行颜色冲突检测,但无法正常工作.我有不同的变量,例如“ p1_edge”,这是p1到达屏幕边缘的时间.我用红色边框标记.
但是似乎唯一起作用的是当游戏开始时它们崩溃了.由于它们本身已经存在,因此立即完成.如果我把那一点拿走,其他什么也检测不到.
int P1_XPos; //Player 1 position
int P1_YPos;
boolean Player1_Up = false; //Determins what way P1 is going
boolean Player1_Down = false;
boolean Player1_Left = false;
boolean Player1_Right = true;
int P2_XPos; //Player 2 position
int P2_YPos;
boolean Player2_Up = false; //Determins what way P2 is going
boolean Player2_Down = false;
boolean Player2_Left = true;
boolean Player2_Right = false;
boolean Game_State = false; //see if the game is over (false = over)
final int P1_Edge = 0; //P1 crashed into the edge
final int P1_P1 = 1; //P1 crashed into P1
final int P1_P2 = 2; //P1 crashed into P2
final int P2_Edge = 3; //P2 crashed into the edge
final int P2_P2 = 4; //P2 crashed into P2
final int P2_P1 = 5; //P2 crashed into P1
final int Crash = 6; //Other
void setup()
{
size(700,600); //Set screen dimensions
background(0, 0, 0);
P1_XPos = 100; //set P1 and P2 posision
P1_YPos = 100;
P2_XPos = 600;
P2_YPos = 500;
strokeWeight(3); //Draw the edge of the screen
stroke(255, 0, 0);
line(1, 1, 1, height - 1);
line(1, 1, width - 1, 1);
line(width - 2, 1, width - 2, height - 1);
line(1, height - 2, width - 1, height - 2);
stroke(0, 255, 0); //Draw the starting positions
point(P1_XPos, P1_YPos);
stroke(0, 0, 255);
point(P2_XPos, P2_YPos);
}
void draw()
{
strokeWeight(3);
if (Game_State == true) //if the game is not over
{
stroke(0, 255, 0); //Draw P1
point(P1_XPos, P1_YPos);
MovePlayer1(); //Move P1
stroke(0, 0, 255); //Draw P2
point(P2_XPos, P2_YPos);
MovePlayer2(); //Move P2
Collision_Detection(); //Detect any crashes
}
}
void keyPressed()
{
if(key == CODED) //Controls P1 movement
{
if (keyCode == UP)
{
Player1_Up = true;
Player1_Down = false;
Player1_Left = false;
Player1_Right = false;
}
else if(keyCode == DOWN)
{
Player1_Down = true;
Player1_Up = false;
Player1_Left = false;
Player1_Right = false;
}
else if (keyCode == LEFT)
{
Player1_Left = true;
Player1_Down = false;
Player1_Up = false;
Player1_Right = false;
}
else if (keyCode == RIGHT)
{
Player1_Right = true;
Player1_Down = false;
Player1_Left = false;
Player1_Up = false;
}
}
if ((key == 'W') || (key == 'w')) //Controls P2 movement
{
Player2_Up = true;
Player2_Down = false;
Player2_Left = false;
Player2_Right = false;
}
else if((key == 'S') || (key == 's'))
{
Player2_Down = true;
Player2_Up = false;
Player2_Left = false;
Player2_Right = false;
}
else if ((key == 'A') || (key == 'a'))
{
Player2_Left = true;
Player2_Down = false;
Player2_Up = false;
Player2_Right = false;
}
else if ((key == 'D') || (key == 'd'))
{
Player2_Right = true;
Player2_Down = false;
Player2_Left = false;
Player2_Up = false;
}
if (key == ' ')
{
Game_State = true;
}
}
void MovePlayer1() //Moves P1
{
if(Player1_Up == true)
{
P1_YPos -= 1;
}
if(Player1_Down == true)
{
P1_YPos += 1;
}
if(Player1_Left == true)
{
P1_XPos -= 1;
}
if(Player1_Right == true)
{
P1_XPos += 1;
}
}
void MovePlayer2() //Moves P2
{
if(Player2_Up == true)
{
P2_YPos -= 1;
}
if(Player2_Down == true)
{
P2_YPos += 1;
}
if(Player2_Left == true)
{
P2_XPos -= 1;
}
if(Player2_Right == true)
{
P2_XPos += 1;
}
}
int TestColorP1 (color P1Test) //Detect what color P1 is touching
{
if (P1Test == color (255,0,0))
return P1_Edge;
else if (P1Test == color(0,255,0))
return P1_P1;
else if (P1Test == color(0,0,255))
return P1_P2;
else return Crash;
}
int TestColorP2 (color P2Test) //Detect what color P2 is touching
{
if (P2Test == color (255,0,0))
return P2_Edge;
else if (P2Test == color(0,255,0))
return P2_P1;
else if (P2Test == color(0,0,255))
return P2_P2;
else return Crash;
}
void Collision_Detection()
{
color P1_Pixel; //This is the color P1 is touching
color P2_Pixel;
P1_Pixel = get(P1_XPos, P1_YPos); //Declare is as P1 position
P2_Pixel = get(P2_XPos, P2_YPos);
if (TestColorP1(P1_Pixel) == P1_Edge) //See if P1 has crashed
{
background(0);
Game_State = false;
}
else if (TestColorP1(P1_Pixel)== P1_P1)
{
// background(0);
// Game_State = false;
}
else if (TestColorP1(P1_Pixel) == P1_P2)
{
background(0);
Game_State = false;
}
if (TestColorP2(P2_Pixel) == P2_Edge) //See if P2 has crashed
{
background(0);
Game_State = false;
}
else if (TestColorP2(P2_Pixel)== P2_P1)
{
background(0);
Game_State = false;
}
else if (TestColorP2(P2_Pixel) == P2_P2)
{
// background(0);
// Game_State = false;
}
else if (TestColorP2(P2_Pixel) == Crash)
{
}
}
我知道它很长,但是您应该可以将其复制并粘贴到处理草图中,这样就可以了.我也留下了评论,所以您知道为什么我添加了每一段代码.
解决方法:
这是一个真正的头问题-一个好问题.
让您大吃一惊的是,Processing默认启用抗锯齿.这会使您的颜色与您期望的颜色略有不同.在大多数草图中,这是一件好事,因为它会使外观看起来更好.但是,由于您使用的是准确的颜色值,因此这很麻烦.您可以通过截取草图的屏幕截图然后对颜色进行采样来证明这一点.
要禁用此功能,只需在草图的开头调用noSmooth().可以在参考here中找到更多信息.
使您烦恼的下一件事情是,您的笔触权重设置为3,但是您一次只将播放器移动1个像素.这导致玩家停留在最后绘制的点“内侧”,这就是为什么他们不断遇到自己的原因.
为了解决这个问题,您可以简单地调用strokeWeight(1);.在draw()函数的开头.或者,如果您需要3的笔划粗细,请确保将播放器移到刚画出的圆的外面.
这样可以解决您的问题,但从长远来看,最好跟踪数据结构(如PVectors的ArrayList)中以前的玩家位置.然后,您将在每次调用draw()时重绘它们,而不是仅绘制一次.而且,与其尝试手动检查颜色,还不如仅在路径的某些部分进行碰撞检查,以避免上述情况,这会更容易.