嗨,我目前正在制作一个类似于塞尔达传奇的RPG。我在我的游戏中有一个特点,当玩家用剑攻击敌人时,敌人被击退n个单位。我有一个碰撞检测,有时会像预期的那样工作,有时敌人会穿过墙并卡在另一边,然后其他时候敌人可以直接穿过墙。如果可能,让敌人在与墙的碰撞中向玩家移动是一个可能的解决方案,但我不知道如何实现这一点。这是我当前的碰撞代码:
// Enemy Collides with Wall
counter1 = 0;
for (iter4 = enemyArray.begin(); iter4 != enemyArray.end(); iter4++)
{
counter2 = 0;
for (iter15 = wallArray.begin(); iter15 != wallArray.end(); iter15++)
{
if (enemyArray[counter1].rect.getGlobalBounds().intersects(wallArray[counter2].rect.getGlobalBounds()))
{
enemyArray[counter1].isCollided = true;
//Hit Wall
if ((enemyArray[counter1].direction == 1 || enemyArray[counter1].rect.getPosition().y >= wallArray[counter2].rect.getPosition().y)) //up
{
enemyArray[counter1].canMoveUp = false;
enemyArray[counter1].canMoveLeft = false;
enemyArray[counter1].canMoveRight = false;
enemyArray[counter1].rect.move(0, 7);
}
else if ((enemyArray[counter1].direction == 2 || enemyArray[counter1].rect.getPosition().y <= wallArray[counter2].rect.getPosition().y)) //Down
{
enemyArray[counter1].canMoveDown = false;
enemyArray[counter1].canMoveRight = false;
enemyArray[counter1].canMoveLeft = false;
enemyArray[counter1].rect.move(0, -7);
}
else if ((enemyArray[counter1].direction == 3 || enemyArray[counter1].rect.getPosition().x >= wallArray[counter2].rect.getPosition().x)) //Left
{
enemyArray[counter1].canMoveLeft = false;
enemyArray[counter1].canMoveUp = false;
enemyArray[counter1].canMoveDown = false;
enemyArray[counter1].rect.move(7, 0);
}
else if ((enemyArray[counter1].direction == 4 || enemyArray[counter1].rect.getPosition().x <= wallArray[counter2].rect.getPosition().x)) //Right
{
enemyArray[counter1].canMoveRight = false;
enemyArray[counter1].canMoveUp = false;
enemyArray[counter1].canMoveDown = false;
enemyArray[counter1].rect.move(-7, 0);
}
}
counter2++;
}
counter1++;
}
//Knock Back enemy away from sword && sword2
counterKnockBack++;
counter2 = 0;
for (iter4 = enemyArray.begin(); iter4 != enemyArray.end(); iter4++)
{
if (enemyArray[counter2].knockback == true)
{
if (enemyArray[counter2].isCollided == false)
{
if ((Player1.rect.getPosition().y > enemyArray[counter2].rect.getPosition().y))
{
enemyArray[counter2].rect.move(0, -3); //up
}
else if ((Player1.rect.getPosition().y < enemyArray[counter2].rect.getPosition().y))
{
enemyArray[counter2].rect.move(0, 3); //down
}
if ((Player1.rect.getPosition().x > enemyArray[counter2].rect.getPosition().x))
{
enemyArray[counter2].rect.move(-3, 0); //left
}
else if ((Player1.rect.getPosition().x < enemyArray[counter2].rect.getPosition().x))
{
enemyArray[counter2].rect.move(3, 0); //right
}
if (counterKnockBack >= 20)
{
enemyArray[counter2].knockback = false;
}
}
}
counter2++;
}
//turn off collided counter
counterCollided++;
counter2 = 0;
for (iter4 = enemyArray.begin(); iter4 != enemyArray.end(); iter4++)
{
if (enemyArray[counter2].isCollided == true)
{
if (counterCollided >= 30)
enemyArray[counter2].isCollided = false;
}
counter2++;
}我不知道为什么敌人有时能够直接穿过墙而不被击退。那么我该如何解决这个问题呢,有什么想法吗?
发布于 2016-01-29 19:04:02
在不完全阅读代码的情况下,我已经可以告诉您,您的碰撞检测代码是错误的。主要是因为您直接移动对象,可能不检查rect::move函数中的冲突。
rect::move函数可能会在不触发任何碰撞反应代码的情况下通过墙壁移动对象。考虑以下场景:
第一帧:

enemyArray[counterX].rect.move(3, 0);
第二帧:

敌方物体被移到墙后,不会触发碰撞检测代码。
我的建议是(尽管很明显:阅读some books):对于每个敌人,存储其先前的位置,并检查冲突,不是在敌人和长城的矩形之间,而是在长城和两个敌人据点之间的长方形之间。大概是这样的:

当然,当您的冲突检测代码容易出错时,这只是一种可能的情况。
https://stackoverflow.com/questions/35081790
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