Programming 2D Games 读书笔记(第六章)

时间:2023-03-10 03:04:32
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;
}