我有两个矩形,一个玩家,一个地图。玩家不能穿过地图。玩家和地图都有一个位置和纹理宽度和高度的矩形,也都有一个向量位置。
Rectangle.Intersect()
只输出一个布尔值,我无法确定碰撞发生在哪一侧。我在这里找到了这个函数(链接),它输出一个向量表示矩形重叠的程度。public static Vector2 GetIntersectionDepth(this Rectangle rectA, Rectangle rectB)
{
// Calculate half sizes.
float halfWidthA = rectA.Width / 2.0f;
float halfHeightA = rectA.Height / 2.0f;
float halfWidthB = rectB.Width / 2.0f;
float halfHeightB = rectB.Height / 2.0f;
// Calculate centers.
Vector2 centerA = new Vector2(rectA.Left + halfWidthA, rectA.Top + halfHeightA);
Vector2 centerB = new Vector2(rectB.Left + halfWidthB, rectB.Top + halfHeightB);
// Calculate current and minimum-non-intersecting distances between centers.
float distanceX = centerA.X - centerB.X;
float distanceY = centerA.Y - centerB.Y;
float minDistanceX = halfWidthA + halfWidthB;
float minDistanceY = halfHeightA + halfHeightB;
// If we are not intersecting at all, return (0, 0).
if (Math.Abs(distanceX) >= minDistanceX || Math.Abs(distanceY) >= minDistanceY)
return Vector2.Zero;
// Calculate and return intersection depths.
float depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
float depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
return new Vector2(depthX, depthY);
}
这个函数会根据侧面给出负数,但是我无法想出如何有效地使用它们。我尝试过:
Vector2 overlap = RectangleExtensions.GetIntersectionDepth(map.Dungeon[x,y].BoundingBox, player.BoundingBox);
if (overlap.X > 0) //This should be collision on the left
{
//Move the player back
}
然而,这会导致一些奇怪的错误,特别是在尝试对Y玩家和地图值进行相同操作时。
问题:如何使用此函数或其他方式,在monogame中使用矩形进行碰撞检测,并让您知道与哪一侧发生了碰撞。
感谢任何帮助!