平铺地图碰撞

时间:2019-09-08 18:50:25

标签: c++ sfml

通过遵循SFML网站上的教程,我已经通过顶点数组在我的2d游戏中实现了图块映射,但是发现碰撞检测没有任何意义。在某些图块和播放器精灵之间添加碰撞检测的好方法是什么?

瓷砖地图类:

class TileMap : public sf::Drawable, public sf::Transformable
{
public:

    bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height)
    {
        // load the tileset texture
        if (!m_tileset.loadFromFile(tileset))
            return false;

        // resize the vertex array to fit the level size
        m_vertices.setPrimitiveType(sf::Quads);
        m_vertices.resize(width * height * 4);

        // populate the vertex array, with one quad per tile
        for (unsigned int i = 0; i < width; ++i)
            for (unsigned int j = 0; j < height; ++j)
            {
                // get the current tile number
                int tileNumber = tiles[i + j * width];

                // find its position in the tileset texture
                int tu = tileNumber % (m_tileset.getSize().x / tileSize.x);
                int tv = tileNumber / (m_tileset.getSize().x / tileSize.x);

                // get a pointer to the current tile's quad
                sf::Vertex* quad = &m_vertices[(i + j * width) * 4];

                // define its 4 corners
                quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
                quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
                quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
                quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);

            // define its 4 texture coordinates
                quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
                quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
                quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
                quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
            }

        return true;
    }

private:

    virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
    {
        // apply the transform
        states.transform *= getTransform();

        // apply the tileset texture
        states.texture = &m_tileset;

        // draw the vertex array
        target.draw(m_vertices, states);
    }

    sf::VertexArray m_vertices;
    sf::Texture m_tileset;
};

1 个答案:

答案 0 :(得分:0)

一种方法可能是为要检查碰撞的图块设置一个字段obstacle
然后在方块上循环,检查障碍物是否与玩家碰撞,如果碰撞,则处理碰撞。或者更好的是,仅列出障碍物,这样您就不必每次都遍历所有图块。

for (auto const& tile : tiles) {
  if (tile.obstacle) {
    if (isColliding(tile, player)) 
      handleCollision();
  }
}