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; }}
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