Android游戏开发之碰撞检测(矩形碰撞、圆形碰撞、像素碰撞)

Android游戏开发之碰撞检测(矩形碰撞、圆形碰撞、像素碰撞),第1张

概述本文为大家分享了Android游戏开发之碰撞检测,供大家参考,具体内容如下矩形碰撞原理:两个矩形位置的四种情况不是这四中情况则碰撞

本文为大家分享了AndroID游戏开发之碰撞检测,供大家参考,具体内容如下

矩形碰撞 原理: 两个矩形位置 的四种情况 不是这四中情况 则碰撞

圆形碰撞 原理: 利用两个圆心之间的距离进行判定.当两个圆心的距离小于半径之和则碰撞.

像素碰撞 原理:不适用 遍历所有像素 检测 太多了

多矩形碰撞 原理:设置多个矩形碰撞检测区域 检测碰撞矩形数组 与另一碰撞矩形数组之间的位置关系.

矩形碰撞 代码:

public class MySurfaceVIEw extends SurfaceVIEw implements Callback,Runnable {  private SurfaceHolder sfh;  private Paint paint;  private Thread th;  private boolean flag;  private Canvas canvas;  private int screenW,screenH;  //定义两个矩形的宽高坐标  private int x1 = 10,y1 = 110,w1 = 40,h1 = 40;  private int x2 = 100,y2 = 110,w2 = 40,h2 = 40;  //便于观察是否发生了碰撞设置一个标识位  private boolean isCollsion;  /**   * SurfaceVIEw初始化函数   */  public MySurfaceVIEw(Context context) {    super(context);    sfh = this.getHolder();    sfh.addCallback(this);    paint = new Paint();    paint.setcolor(color.WHITE);    paint.setAntiAlias(true);    setFocusable(true);  }  /**   * SurfaceVIEw视图创建,响应此函数   */  @OverrIDe  public voID surfaceCreated(SurfaceHolder holder) {    screenW = this.getWIDth();    screenH = this.getHeight();    flag = true;    //实例线程    th = new Thread(this);    //启动线程    th.start();  }  /**   * 游戏绘图   */  public voID myDraw() {    try {      canvas = sfh.lockCanvas();      if (canvas != null) {        canvas.drawcolor(color.BLACK);        if (isCollsion) {          paint.setcolor(color.RED);          paint.setTextSize(20);          canvas.drawText("Collision!",30,paint);        } else {          paint.setcolor(color.WHITE);        }        //绘制两个矩形        canvas.drawRect(x1,y1,x1 + w1,y1 + h1,paint);        canvas.drawRect(x2,y2,x2 + w2,y2 + h2,paint);      }    } catch (Exception e) {      // Todo: handle exception    } finally {      if (canvas != null)        sfh.unlockCanvasAndPost(canvas);    }  }  /**   * 触屏事件监听   */  @OverrIDe  public boolean ontouchEvent(MotionEvent event) {    //让矩形1随着触屏位置移动    x1 = (int) event.getX() - w1 / 2;    y1 = (int) event.getY() - h1 / 2;    if (isCollsionWithRect(x1,w1,h1,x2,w2,h2)) {      isCollsion = true;    } else {      isCollsion = false;    }    return true;  }  /**   * 按键事件监听   */  @OverrIDe  public boolean onKeyDown(int keyCode,KeyEvent event) {    return super.onKeyDown(keyCode,event);  }  /**   * 游戏逻辑   */  private voID logic() {  }  public boolean isCollsionWithRect(int x1,int y1,int w1,int h1,int x2,int y2,int w2,int h2) {    if (x1 >= x2 && x1 >= x2 + w2) {      return false;    } else if (x1 <= x2 && x1 + w1 <= x2) {      return false;    } else if (y1 >= y2 && y1 >= y2 + h2) {      return false;    } else if (y1 <= y2 && y1 + h1 <= y2) {      return false;    }    return true;  }  @OverrIDe  public voID run() {    while (flag) {      long start = System.currentTimeMillis();      myDraw();      logic();      long end = System.currentTimeMillis();      try {        if (end - start < 50) {          Thread.sleep(50 - (end - start));        }      } catch (InterruptedException e) {        e.printstacktrace();      }    }  }  /**   * SurfaceVIEw视图状态发生改变,响应此函数   */  @OverrIDe  public voID surfaceChanged(SurfaceHolder holder,int format,int wIDth,int height) {  }  /**   * SurfaceVIEw视图消亡时,响应此函数   */  @OverrIDe  public voID surfaceDestroyed(SurfaceHolder holder) {    flag = false;  }}

圆形碰撞 代码:

public class MySurfaceVIEw extends SurfaceVIEw implements Callback,screenH;  //定义两个圆形的半径与坐标  private int r1 = 20,r2 = 20;  private int x1 = 50,y1 = 100,x2 = 150,y2 = 100;  //定义一个碰撞标识位  private boolean isCollision;  /**   * SurfaceVIEw初始化函数   */  public MySurfaceVIEw(Context context) {    super(context);    sfh = this.getHolder();    sfh.addCallback(this);    paint = new Paint();    paint.setcolor(color.WHITE);    paint.setAntiAlias(true);    setFocusable(true);  }  /**   * SurfaceVIEw视图创建,响应此函数   */  @OverrIDe  public voID surfaceCreated(SurfaceHolder holder) {    screenW = this.getWIDth();    screenH = this.getHeight();    flag = true;    //实例线程    th = new Thread(this);    //启动线程    th.start();  }  /**   * 游戏绘图   */  public voID myDraw() {    try {      canvas = sfh.lockCanvas();      if (canvas != null) {        canvas.drawcolor(color.BLACK);        if (isCollision) {          paint.setcolor(color.RED);          paint.setTextSize(20);          canvas.drawText("Collision!",paint);        } else {          paint.setcolor(color.WHITE);        }        canvas.drawCircle(x1,r1,paint);        canvas.drawCircle(x2,r2,paint);      }    } catch (Exception e) {      // Todo: handle exception    } finally {      if (canvas != null)        sfh.unlockCanvasAndPost(canvas);    }  }  /**   * 触屏事件监听   */  @OverrIDe  public boolean ontouchEvent(MotionEvent event) {    x1 = (int) event.getX();    y1 = (int) event.getY();    if (isCollisionWithCircle(x1,r2)) {      isCollision = true;    } else {      isCollision = false;    }    return true;  }  /**   * 圆形碰撞   * @param x1  圆形1的圆心X坐标   * @param y1  圆形2的圆心X坐标   * @param x2  圆形1的圆心Y坐标   * @param y2  圆形2的圆心Y坐标   * @param r1  圆形1的半径   * @param r2  圆形2的半径   * @return   */  private boolean isCollisionWithCircle(int x1,int r1,int r2) {    //Math.sqrt:开平方    //Math.pow(double x,double y): X的Y次方    if (Math.sqrt(Math.pow(x1 - x2,2) + Math.pow(y1 - y2,2)) <= r1 + r2) {      //如果两圆的圆心距小于或等于两圆半径则认为发生碰撞      return true;    }    return false;  }  /**   * 按键事件监听   */  @OverrIDe  public boolean onKeyDown(int keyCode,event);  }  /**   * 游戏逻辑   */  private voID logic() {  }  @OverrIDe  public voID run() {    while (flag) {      long start = System.currentTimeMillis();      myDraw();      logic();      long end = System.currentTimeMillis();      try {        if (end - start < 50) {          Thread.sleep(50 - (end - start));        }      } catch (InterruptedException e) {        e.printstacktrace();      }    }  }  /**   * SurfaceVIEw视图状态发生改变,响应此函数   */  @OverrIDe  public voID surfaceChanged(SurfaceHolder holder,int height) {  }  /**   * SurfaceVIEw视图消亡时,响应此函数   */  @OverrIDe  public voID surfaceDestroyed(SurfaceHolder holder) {    flag = false;  }}

多矩形碰撞 代码

public class MySurfaceVIEw extends SurfaceVIEw implements Callback,screenH;  //定义两个矩形图形的宽高坐标  private int rectX1 = 10,rectY1 = 10,rectW1 = 40,rectH1 = 40;  private int rectX2 = 100,rectY2 = 110,rectW2 = 40,rectH2 = 40;  //便于观察是否发生了碰撞设置一个标识位  private boolean isCollsion;  //定义第一个矩形的矩形碰撞数组  private Rect clipRect1 = new Rect(0,15,15);  private Rect clipRect2 = new Rect(rectW1 - 15,rectH1 - 15,rectW1,rectH1);  private Rect[] arrayRect1 = new Rect[] { clipRect1,clipRect2 };  //定义第二个矩形的矩形碰撞数组  private Rect clipRect3 = new Rect(0,15);  private Rect clipRect4 = new Rect(rectW2 - 15,rectH2 - 15,rectW2,rectH2);  private Rect[] arrayRect2 = new Rect[] { clipRect3,clipRect4 };  /**   * SurfaceVIEw初始化函数   */  public MySurfaceVIEw(Context context) {    super(context);    sfh = this.getHolder();    sfh.addCallback(this);    paint = new Paint();    paint.setcolor(color.WHITE);    paint.setAntiAlias(true);    setFocusable(true);  }  /**   * SurfaceVIEw视图创建,响应此函数   */  @OverrIDe  public voID surfaceCreated(SurfaceHolder holder) {    screenW = this.getWIDth();    screenH = this.getHeight();    flag = true;    //实例线程    th = new Thread(this);    //启动线程    th.start();  }  /**   * 游戏绘图   */  public voID myDraw() {    try {      canvas = sfh.lockCanvas();      if (canvas != null) {        canvas.drawcolor(color.BLACK);        paint.setcolor(color.WHITE);        paint.setStyle(Style.FILL);        if (isCollsion) {          paint.setTextSize(20);          canvas.drawText("Collision!",paint);        }        //绘制两个矩形        canvas.drawRect(rectX1,rectY1,rectX1 + rectW1,rectY1 + rectH1,paint);        canvas.drawRect(rectX2,rectY2,rectX2 + rectW2,rectY2 + rectH2,paint);        //---绘制碰撞区域使用非填充,并设置画笔颜色白色        paint.setStyle(Style.stroke);        paint.setcolor(color.RED);        //绘制第一个矩形的所有矩形碰撞区域        for (int i = 0; i < arrayRect1.length; i++) {          canvas.drawRect(arrayRect1[i].left + this.rectX1,arrayRect1[i].top + this.rectY1,arrayRect1[i].right + this.rectX1,arrayRect1[i].bottom              + this.rectY1,paint);        }        //绘制第二个矩形的所有矩形碰撞区域        for (int i = 0; i < arrayRect2.length; i++) {          canvas.drawRect(arrayRect2[i].left + this.rectX2,arrayRect2[i].top + this.rectY2,arrayRect2[i].right + this.rectX2,arrayRect2[i].bottom              + rectY2,paint);        }      }    } catch (Exception e) {      // Todo: handle exception    } finally {      if (canvas != null)        sfh.unlockCanvasAndPost(canvas);    }  }  /**   * 触屏事件监听   */  @OverrIDe  public boolean ontouchEvent(MotionEvent event) {    //让矩形1随着触屏位置移动    rectX1 = (int) event.getX() - rectW1 / 2;    rectY1 = (int) event.getY() - rectH1 / 2;    if (isCollsionWithRect(arrayRect1,arrayRect2)) {      isCollsion = true;    } else {      isCollsion = false;    }    return true;  }  /**   * 按键事件监听   */  @OverrIDe  public boolean onKeyDown(int keyCode,event);  }  /**   * 游戏逻辑   */  private voID logic() {  }  //Rect 类中的四个属性 top bottom left right  //分别表示这个矩形的     上    下      左     右  public boolean isCollsionWithRect(Rect[] rectArray,Rect[] rect2Array) {    Rect rect = null;    Rect rect2 = null;    for (int i = 0; i < rectArray.length; i++) {      //依次取出第一个矩形数组的每个矩形实例      rect = rectArray[i];      //获取到第一个矩形数组中每个矩形元素的属性值      int x1 = rect.left + this.rectX1;      int y1 = rect.top + this.rectY1;      int w1 = rect.right - rect.left;      int h1 = rect.bottom - rect.top;      for (int j = 0; j < rect2Array.length; j++) {        //依次取出第二个矩形数组的每个矩形实例        rect2 = rect2Array[j];        //获取到第二个矩形数组中每个矩形元素的属性值        int x2 = rect2.left + this.rectX2;        int y2 = rect2.top + this.rectY2;        int w2 = rect2.right - rect2.left;        int h2 = rect2.bottom - rect2.top;        //进行循环遍历两个矩形碰撞数组所有元素之间的位置关系        if (x1 >= x2 && x1 >= x2 + w2) {        } else if (x1 <= x2 && x1 + w1 <= x2) {        } else if (y1 >= y2 && y1 >= y2 + h2) {        } else if (y1 <= y2 && y1 + h1 <= y2) {        } else {          //只要有一个碰撞矩形数组与另一碰撞矩形数组发生碰撞则认为碰撞          return true;        }      }    }    return false;  }  @OverrIDe  public voID run() {    while (flag) {      long start = System.currentTimeMillis();      myDraw();      logic();      long end = System.currentTimeMillis();      try {        if (end - start < 50) {          Thread.sleep(50 - (end - start));        }      } catch (InterruptedException e) {        e.printstacktrace();      }    }  }  /**   * SurfaceVIEw视图状态发生改变,响应此函数   */  @OverrIDe  public voID surfaceChanged(SurfaceHolder holder,int height) {  }  /**   * SurfaceVIEw视图消亡时,响应此函数   */  @OverrIDe  public voID surfaceDestroyed(SurfaceHolder holder) {    flag = false;  }}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持编程小技巧。

总结

以上是内存溢出为你收集整理的Android游戏开发之碰撞检测(矩形碰撞、圆形碰撞、像素碰撞)全部内容,希望文章能够帮你解决Android游戏开发之碰撞检测(矩形碰撞、圆形碰撞、像素碰撞)所遇到的程序开发问题。

如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。

欢迎分享,转载请注明来源:内存溢出

原文地址: http://outofmemory.cn/web/1148794.html

(0)
打赏 微信扫一扫 微信扫一扫 支付宝扫一扫 支付宝扫一扫
上一篇 2022-05-31
下一篇 2022-05-31

发表评论

登录后才能评论

评论列表(0条)

保存