请帮助我进行碰撞检测

Please help me with this collision detection

我在 Adob​​e Flash Professioanl CS6 中创建了一个游戏,我需要一些帮助。

我有两条蛇,它们四处走动并留下踪迹。当两条蛇接触到自己或另一条蛇的踪迹时,它们都必须死亡。目前,它们在检测到自己时确实会死亡,因此这种方法有效,但在检测到彼此时无效。

这是我的代码...

    var leftBorder:verticalwall = new verticalwall(); // defining a variable to hold the left wall
addChild(leftBorder); // adding the left wall to the stage
var rightBorder:verticalwall = new verticalwall(); // defining a variable to hold the left wall
rightBorder.x = 790; // pushing the right wall to the edge of the stage
addChild(rightBorder); // adding the right wall to the stage
var topBorder:horizontalwall = new horizontalwall(); // defining a variable to hold the left wall
addChild(topBorder); // adding the top wall to the stage
var bottomBorder:horizontalwall = new horizontalwall(); // defining a variable to hold the bottom wall
bottomBorder.y = 790;  // pushing the bottom wall to the base of the stage
addChild(bottomBorder); // adding the bottom wall to the stage

var Pspositions:Array = new Array(); // defining a new variable to hold the poistions of Player 1


stage.addEventListener(KeyboardEvent.KEY_DOWN,restartgame); // adding a listener to the stage
function restartgame(e:KeyboardEvent){ // defining a function that restarts the game
   if(e.keyCode==Keyboard.SPACE){ // listens for the SPACE button to be pressed
       //code here
   }
}

graphics.beginFill( 0x000000 ); // defining a colour for the background
graphics.drawRect( 0, 0, stage.stageWidth, stage.stageHeight);  // drawing a rectangle for background
graphics.endFill(); // ending the background creating process

// Player 1

var Player1:Shape = new Shape(); // defining a variable for Player 1
Player1.graphics.lineStyle(10,0xffff00); // defining the colour of the style
Player1.graphics.beginFill(0xffff00,3600); // begin filling the shape
//Player1.graphics.drawRoundRect(0,0,3,3,360);
Player1.graphics.drawCircle(Player1.x, Player1.y, 2.4) // draw a circle
Player1.graphics.endFill(); // finish the filling process
addChild(Player1); // add player 1 to stage

var P1leftPressed:Boolean = false; // boolean to check whether the left key for Player 1 was pressed
var P1rightPressed:Boolean = false; // boolean to check whether the right key for Player 1 was pressed
var P1speed = 3.5;  // variable to store the speed of which player 1 moves
var P1Dir = 45; // variable containing the direction in which player 1 moves
var P1position, P2position;

Player1.addEventListener(Event.ENTER_FRAME, P1fl_MoveInP1DirectionOfKey);  // adding a listener to the player
stage.addEventListener(KeyboardEvent.KEY_DOWN, P1fl_SetKeyPressed); // listener for a key to be pressed
stage.addEventListener(KeyboardEvent.KEY_UP, P1fl_UnsetKeyPressed); // listener for a key to be released

function P1fl_MoveInP1DirectionOfKey(event:Event) // Moves the player depedning on what key was pressed
{
    //var dead;
    /*if(dead == false){
        trace(P1position + " _____________ " + P2position);
    }*/
    if(Player1.hitTestObject(leftBorder) || Player1.hitTestObject(rightBorder) || Player1.hitTestObject(topBorder) || Player1.hitTestObject(bottomBorder)){ // checking to see whether Player 1 has hit the wall
        P1speed = 0; // stopping Player 1 from moving
        //dead = true;
    }
    for (var i = 0; i < Pspositions.length - 10; i++) { // a loop that opperates for as long as the array is receiving positions
        var P1x = Pspositions[i][0]; // saving x positions into array with a unique identifier
        var P1y = Pspositions[i][1]; // saving y positions into array with a unique identifier

        if (distanceBetween(P1x, P1y, Player1.x, Player1.y) < 15) { // checking distance between Player 1 and its trail
            P1speed = 0;
        }
        if (distanceBetween(P1x, P1y, Player2.x, Player2.y) < 15) { // checking distance between Player 1 and its trail
            P1speed = 0;
        }
    }

    if (P1leftPressed)
    {
        P1Dir -= 0.1; // changes the direction to make Player 1 rotate
    }
    if (P1rightPressed)
    {
        P1Dir += 0.1; // changes the direction to make Player 1 rotate
    }

    P1position = [Player1.x, Player1.y]; // defining a variable for Player 1's constant positions
    Pspositions.push(P1position); // pushes every position of Player 1 to the array
    trace(P1position + " _____________ " + P2position);

    Player1.x += P1speed * Math.cos(P1Dir); // this makes player 1 move forard
    Player1.y += P1speed * Math.sin(P1Dir); // this makes player 2 move forward

    var P1trail:Shape = new Shape; // defining a variable for player 1's trail
    graphics.lineStyle(8, 0xFF0000); // setting the format for the trail
    graphics.drawCircle(Player1.x, Player1.y, 1.4); // drawing the circles within the trail
    addChild(P1trail); // adding the circles to the stage
}

function P1fl_SetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case Keyboard.LEFT:
        {
            P1leftPressed = true; // tells the computer that left has been pressed
            break;
        }
        case Keyboard.RIGHT:
        {
            P1rightPressed = true; // tells the computer that right has been pressed
            break;
        }
    }
}

function P1fl_UnsetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case Keyboard.LEFT:
        {
            P1leftPressed = false; // tells the computer that left has been released
            break;
        }
        case Keyboard.RIGHT:
        {
            P1rightPressed = false; // tells the computer that left has been released
            break;
        }
    }
}

/*function object(x, y) {
    this.x = x;
    this.y = y;
}

function player(x, y) {

}*/

function distanceBetween (x1:Number, y1:Number, x2:Number, y2:Number) { // creating a function
    // return d = Math.sqrt(x2 - x1)^2 +(y2 - y1)^2);
    var diffX = x2 - x1; // creating variable to tidy up the pythagoras line below
    var diffY = y2 - y1; // creating variable to tidy up the pythagoras line below
    return Math.sqrt(diffX * diffX + diffY * diffY); // using pythagras theorem
}

// Player 2

var Player2:Shape = new Shape(); // Defining a variable
Player2.graphics.lineStyle(10,0xffff00);
Player2.graphics.beginFill(0xffff00,3600);
Player2.graphics.drawCircle(Player1.x, Player1.y, 2.4)
Player2.graphics.endFill();
addChild(Player2);

var P2leftPressed:Boolean = false;
var P2rightPressed:Boolean = false;
var P2speed = 3.5;
var P2Dir = 180;

Player2.addEventListener(Event.ENTER_FRAME, P2fl_MoveInP1DirectionOfKey);
stage.addEventListener(KeyboardEvent.KEY_DOWN, P2fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, P2fl_UnsetKeyPressed);

function P2fl_MoveInP1DirectionOfKey(event:Event)
{
    if(Player2.hitTestObject(leftBorder) || Player2.hitTestObject(rightBorder) || Player2.hitTestObject(topBorder) || Player2.hitTestObject(bottomBorder)){
        P2speed = 0;
    }
    for (var a = 0; a < Pspositions.length - 10; a++) {
        var P2x = Pspositions[a][0];
        var P2y = Pspositions[a][1];

        if (distanceBetween(P2x, P2y, Player2.x, Player2.y) < 15) {
            P2speed = 0;
        }
    }
    if (P2leftPressed)
    {
        P2Dir -= 0.1;
    }
    if (P2rightPressed)
    {
        P2Dir += 0.1;
    }

    P2position = [Player2.x, Player2.y];
    //trace(P2position);
    Pspositions.push(P2position);



    Player2.x += P2speed * Math.cos(P2Dir);
    Player2.y += P2speed * Math.sin(P2Dir);

    var P2trail:Shape = new Shape;
    graphics.lineStyle(8, 0x0066CC);
    graphics.drawCircle(Player2.x, Player2.y, 1.4);
    addChild(P2trail);
}

function P2fl_SetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case event.keyCode = 90:
        {
            P2leftPressed = true;
            break;
        }
        case event.keyCode = 67:
        {
            P2rightPressed = true;
            break;
        }
    }
}

function P2fl_UnsetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case event.keyCode=90:
        {
            P2leftPressed = false;
            break;
        }
        case event.keyCode=67:
        {
            P2rightPressed = false;
            break;
        }
    }
}

如果用于 actionscript 3.0

谢谢,任何帮助将不胜感激:)

  1. 两个球员都使用单一位置数组。
  2. 因此增加 "heads" 的大小 - PSpositions.length - 10
  3. 在实际位置画蛇:

    Player1.graphics.drawCircle(Player1.x, Player1.x, 2.4)
    

    而不是

    Player1.graphics.drawCircle(Player1.x + ..., Player1.x + ..., 2.4)
    
  4. 设置玩家不同的起始位置,这样他们就不会在第一帧发生碰撞。

你没注意...这里是工作版本:

import flash.display.Shape;

var leftBorder = verticalwall; // defining a variable to hold the left wall
addChild(leftBorder); // adding the left wall to the stage
var rightBorder = verticalwall; // defining a variable to hold the left wall
rightBorder.x = 790; // pushing the right wall to the edge of the stage
addChild(rightBorder); // adding the right wall to the stage
var topBorder = horizontalwall;  //defining a variable to hold the left wall
addChild(topBorder);  //adding the top wall to the stage
var bottomBorder = horizontalwall;  //defining a variable to hold the bottom wall
bottomBorder.y = 790;   //pushing the bottom wall to the base of the stage
addChild(bottomBorder);  //adding the bottom wall to the stage

var P1positions:Array = new Array();  //defining a new variable to hold the poistions of Player 1
var P2positions:Array = new Array();  //defining a new variable to hold the poistions of Player 2


 //Player 1

var Player1:Shape = new Shape();  //defining a variable for Player 1
Player1.graphics.lineStyle(10,0xffff00);  //defining the colour of the style
Player1.graphics.beginFill(0xffff00,3600);  //begin filling the shape
Player1.graphics.drawRoundRect(0,0,3,3,360);
Player1.graphics.drawCircle(Player1.x, Player1.x, 2.4) //draw a circle
Player1.graphics.endFill();  //finish the filling process
addChild(Player1);  //add player 1 to stage

var P1leftPressed:Boolean = false;  //boolean to check whether the left key for Player 1 was pressed
var P1rightPressed:Boolean = false;  //boolean to check whether the right key for Player 1 was pressed
var P1speed = 3.5;   //variable to store the speed of which player 1 moves
var P1Dir = 45;  //variable containing the direction in which player 1 moves
var P1position, P2position;

Player1.addEventListener(Event.ENTER_FRAME, P1fl_MoveInP1DirectionOfKey);   //adding a listener to the player
stage.addEventListener(KeyboardEvent.KEY_DOWN, P1fl_SetKeyPressed);  //listener for a key to be pressed
stage.addEventListener(KeyboardEvent.KEY_UP, P1fl_UnsetKeyPressed); // listener for a key to be released

function P1fl_MoveInP1DirectionOfKey(event:Event)  //Moves the player depedning on what key was pressed
{
    if(Player1.hitTestObject(leftBorder) || Player1.hitTestObject(rightBorder) || Player1.hitTestObject(topBorder) || Player1.hitTestObject(bottomBorder)){  //checking to see whether Player 1 has hit the wall
        P1speed = 0;  //stopping Player 1 from moving
    }
    if (P1leftPressed)
    {
        P1Dir -= 0.1;  //changes the direction to make Player 1 rotate
    }
    if (P1rightPressed)
    {
        P1Dir += 0.1;  //changes the direction to make Player 1 rotate
    }

    P1position = [Player1.x, Player1.y];  //defining a variable for Player 1's constant positions
    P1positions.push(P1position);  //pushes every position of Player 1 to the array
    trace(P1position + " _____________ " + P2position);

    for (var i = 0; i < P1positions.length - 10; i++) {  //a loop that opperates for as long as the array is receiving positions
        var P1x = P1positions[i][0];  //saving x positions into array with a unique identifier
        var P1y = P1positions[i][1];  //saving y positions into array with a unique identifier

        if (distanceBetween(P1x, P1y, Player1.x, Player1.y) < 15) {  //checking distance between Player 1 and its trail
            P1speed = 0;
        }
    }

    Player1.x += P1speed * Math.cos(P1Dir);  //this makes player 1 move forard
    Player1.y += P1speed * Math.sin(P1Dir);  //this makes player 2 move forward

    var P1trail:Shape = new Shape;  //defining a variable for player 1's trail
    graphics.lineStyle(8, 0xFF0000);  //setting the format for the trail
    graphics.drawCircle(Player1.x, Player1.y, 1.4);  //drawing the circles within the trail
    addChild(P1trail);  //adding the circles to the stage
}

function P1fl_SetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case Keyboard.LEFT:
        {
            P1leftPressed = true;  //tells the computer that left has been pressed
            break;
        }
        case Keyboard.RIGHT:
        {
            P1rightPressed = true;  //tells the computer that right has been pressed
            break;
        }
    }
}

function P1fl_UnsetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case Keyboard.LEFT:
        {
            P1leftPressed = false;  //tells the computer that left has been released
            break;
        }
        case Keyboard.RIGHT:
        {
            P1rightPressed = false;  //tells the computer that left has been released
            break;
        }
    }
}

function object(x, y) {
    this.x = x;
    this.y = y;
}


function distanceBetween (x1:Number, y1:Number, x2:Number, y2:Number) { // creating a function
    // return d = Math.sqrt(x2 - x1)^2 +(y2 - y1)^2);
    var diffX = x2 - x1; // creating variable to tidy up the pythagoras line below
    var diffY = y2 - y1; // creating variable to tidy up the pythagoras line below
    return Math.sqrt(diffX * diffX + diffY * diffY); // using pythagras theorem
}

// Player 2

var Player2:Shape = new Shape(); // Defining a variable
Player2.graphics.lineStyle(10,0xffff00);
Player2.graphics.beginFill(0xffff00,3600);
Player2.graphics.drawCircle(Player1.x, Player1.x, 2.4)
Player2.graphics.endFill();
addChild(Player2);
Player2.x = 500;
Player2.y = 500;

var P2leftPressed:Boolean = false;
var P2rightPressed:Boolean = false;
var P2speed = 3.5;
var P2Dir = 180;

Player2.addEventListener(Event.ENTER_FRAME, P2fl_MoveInP1DirectionOfKey);
stage.addEventListener(KeyboardEvent.KEY_DOWN, P2fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, P2fl_UnsetKeyPressed);

function P2fl_MoveInP1DirectionOfKey(event:Event)
{
    if(Player2.hitTestObject(leftBorder) || Player2.hitTestObject(rightBorder) || Player2.hitTestObject(topBorder) || Player2.hitTestObject(bottomBorder)){
        P2speed = 0;
    }
    if (P2leftPressed)
    {
        P2Dir -= 0.1;
    }
    if (P2rightPressed)
    {
        P2Dir += 0.1;
    }

    P2position = [Player2.x, Player2.y];
    //trace(P2position);
    P1positions.push(P2position);

    for (var a = 0; a < P1positions.length - 10; a++) {
        var P2x = P1positions[a][0];
        var P2y = P1positions[a][1];

        if (distanceBetween(P2x, P2y, Player2.x, Player2.y) < 15) {
            P2speed = 0;
        }
    }

    Player2.x += P2speed * Math.cos(P2Dir);
    Player2.y += P2speed * Math.sin(P2Dir);

    var P2trail:Shape = new Shape;
    graphics.lineStyle(8, 0x0066CC);
    graphics.drawCircle(Player2.x, Player2.y, 1.4);
    addChild(P2trail);
}

function P2fl_SetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case event.keyCode = 90:
        {
            P2leftPressed = true;
            break;
        }
        case event.keyCode = 67:
        {
            P2rightPressed = true;
            break;
        }
    }
}

function P2fl_UnsetKeyPressed(event:KeyboardEvent):void
{
    switch (event.keyCode)
    {
        case event.keyCode=90:
        {
            P2leftPressed = false;
            break;
        }
        case event.keyCode=67:
        {
            P2rightPressed = false;
            break;
        }
    }
}

另请注意,这不是很有效 - 每一帧检查蛇的每个先前位置以及添加新位置以设置的每一帧 - 你的游戏最终会变慢。 考虑一些优化,例如将您的地图切成网格之类的...