我必须做一个带有碰撞检测的tron类型的游戏。我开始让p1
和p2
移动并在他们身后留下踪迹。处理颜色碰撞检测(java)
我试图做一个颜色碰撞检测,但它不工作。我有不同的变量,例如“P1_edge”,当p1
碰到屏幕边缘时。我用红色边框标记。
但是,似乎工作的唯一一个是当游戏开始时他们自己崩溃了。它立即完成,因为它们已经在自己身上。如果我拿走那一点,没有其他检测。
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,但你应该能够将它复制并粘贴到处理草图中,并且它将起作用。我也留下了评论,所以你知道为什么我添加了每一个代码。
啊谢谢,把strokeweight改为1固定它。这只是一个小小的任务,下个星期我们必须做蛇,所以生病可能不得不使用像你所说的pvectors的阵列列表。再次感谢信息 – Will
你可以用'noSmooth'来镜像PGraphics并在那里检测。 –
@ Will Yep,Snake可能需要'ArrayList'方法,因为尾巴不会不断增长。 –