C#でXNA用に書いてます。
3段階に分けて書いてみました。
最初は四角と四角の当たり判定。
2つ目は四角と複数の四角の当たり判定。
3つ目はジャンプができる四角と複数の四角の当たり判定。
もっとシンプルにできそうな気もしますが、一応書きたてのものを載せてみました。
四角と四角の当たり判定
using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Hit_Test_01 { ////// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D player; Texture2D map; Vector2 playerPosition; Vector2 mapPosition; const int PLAYER_WIDTH = 60; const int PLAYER_HEITHT = 90; const int MAP_WIDTH = 100; const int MAP_HEIGHT = 100; KeyboardState keyboardState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } ////// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// protected override void Initialize() { // TODO: Add your initialization logic here playerPosition = new Vector2(0, 0); mapPosition = new Vector2(100, 100); base.Initialize(); } ////// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); player = Content.Load("players16"); map = Content.Load ("map"); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } ////// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { keyboardState = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); } if (keyboardState.IsKeyDown(Keys.Left)) { playerPosition.X -= 1.0f; if (Hit()) { playerPosition.X = mapPosition.X + MAP_WIDTH; } } if (keyboardState.IsKeyDown(Keys.Right)) { playerPosition.X += 1.0f; if (Hit()) { playerPosition.X = mapPosition.X - PLAYER_WIDTH; } } if (keyboardState.IsKeyDown(Keys.Up)) { playerPosition.Y -= 1.0f; if (Hit()) { playerPosition.Y = mapPosition.Y + MAP_HEIGHT; } } if (keyboardState.IsKeyDown(Keys.Down)) { playerPosition.Y += 1.0f; if (Hit()) { playerPosition.Y = mapPosition.Y - PLAYER_HEITHT; } } // TODO: Add your update logic here base.Update(gameTime); } private bool Hit() { if (playerPosition.X + PLAYER_WIDTH > mapPosition.X && playerPosition.X < mapPosition.X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition.Y && playerPosition.Y < mapPosition.Y + MAP_HEIGHT) { return true; } return false; } ////// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw( map, new Rectangle((int)mapPosition.X, (int)mapPosition.Y, MAP_WIDTH, MAP_HEIGHT), new Rectangle(0, 0, MAP_WIDTH, MAP_HEIGHT), Color.White); spriteBatch.Draw( player, new Rectangle((int)playerPosition.X, (int)playerPosition.Y, PLAYER_WIDTH, PLAYER_HEITHT), new Rectangle(0, 0, PLAYER_WIDTH, PLAYER_HEITHT), Color.White); spriteBatch.End(); base.Draw(gameTime); } } }
四角と複数の四角の当たり判定。
using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Hit_Test_02 { ///ジャンプができる四角と複数の四角の当たり判定。/// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D player; Texture2D map; const int MAP_DIVISION_MAX_X = 8; const int MAP_DIVISION_MAX_Y = 5; Vector2 playerPosition; Vector2 playerSpeed; Vector2[,] mapPosition = new Vector2[MAP_DIVISION_MAX_X, MAP_DIVISION_MAX_Y]; Boolean[,] mapActivity = new Boolean[MAP_DIVISION_MAX_X, MAP_DIVISION_MAX_Y]; const int PLAYER_WIDTH = 60; const int PLAYER_HEITHT = 90; const int MAP_WIDTH = 100; const int MAP_HEIGHT = 100; const int MAP_OFFSET_X = 0; const int MAP_OFFSET_Y = 0; const float HIT_ADJUST_LENGTH = 1.01f; KeyboardState keyboardState; enum DIRECTION { LEFT, TOP, BOTTOM, RIGHT } public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } ////// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// protected override void Initialize() { // TODO: Add your initialization logic here playerPosition = new Vector2(MAP_WIDTH * 3, MAP_HEIGHT * 1); playerSpeed = new Vector2(0.0f, 0.0f); for (int x = 0; x < MAP_DIVISION_MAX_X; ++x) { for (int y = 0; y < MAP_DIVISION_MAX_Y; ++y) { mapPosition[x, y] = new Vector2(x * MAP_WIDTH + MAP_OFFSET_X, y * MAP_HEIGHT + MAP_OFFSET_Y); mapActivity[x, y] = true; } // mapActivity[x, 0] = false; } mapActivity[3, 1] = false; mapActivity[3, 2] = false; mapActivity[4, 1] = false; mapActivity[4, 2] = false; base.Initialize(); } ////// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); player = Content.Load("players16"); map = Content.Load ("map"); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } ////// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { keyboardState = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); } if (keyboardState.IsKeyDown(Keys.Left)) { playerSpeed.X = -1.0f; } if (keyboardState.IsKeyDown(Keys.Right)) { playerSpeed.X = 1.0f; } if (keyboardState.IsKeyDown(Keys.Up)) { playerSpeed.Y = -1.0f; } if (keyboardState.IsKeyDown(Keys.Down)) { playerSpeed.Y = 1.0f; } playerPosition += playerSpeed; Hit(); playerSpeed.X = 0.0f; playerSpeed.Y = 0.0f; // TODO: Add your update logic here base.Update(gameTime); } private void Hit() { if (playerSpeed.X < 0.0f) { int x = (int)(playerPosition.X) / MAP_WIDTH; int y = (int)(playerPosition.Y + PLAYER_HEITHT - HIT_ADJUST_LENGTH) / MAP_HEIGHT; if (mapActivity[x, y] && playerPosition.X + PLAYER_WIDTH > mapPosition[x, y].X && playerPosition.X < mapPosition[x, y].X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition[x, y].Y && playerPosition.Y < mapPosition[x, y].Y + MAP_HEIGHT) { playerPosition.X = mapPosition[x, y].X + MAP_WIDTH; playerSpeed.X = 0.0f; } } if (playerSpeed.X > 0.0f) { int x = (int)(playerPosition.X + PLAYER_WIDTH) / MAP_WIDTH; int y = (int)(playerPosition.Y + PLAYER_HEITHT - HIT_ADJUST_LENGTH) / MAP_HEIGHT; if (mapActivity[x, y] && playerPosition.X + PLAYER_WIDTH > mapPosition[x, y].X && playerPosition.X < mapPosition[x, y].X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition[x, y].Y && playerPosition.Y < mapPosition[x, y].Y + MAP_HEIGHT) { playerPosition.X = mapPosition[x, y].X - PLAYER_WIDTH; playerSpeed.X = 0.0f; } } if (playerSpeed.Y < 0.0f) { int x = (int)(playerPosition.X) / MAP_WIDTH; int y = (int)(playerPosition.Y) / MAP_HEIGHT; if (mapActivity[x, y] && playerPosition.X + PLAYER_WIDTH > mapPosition[x, y].X && playerPosition.X < mapPosition[x, y].X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition[x, y].Y && playerPosition.Y < mapPosition[x, y].Y + MAP_HEIGHT) { playerPosition.Y = mapPosition[x, y].Y + MAP_HEIGHT; playerSpeed.Y = 0.0f; } } if (playerSpeed.Y > 0.0f) { int x = (int)(playerPosition.X) / MAP_WIDTH; int y = (int)(playerPosition.Y + PLAYER_HEITHT) / MAP_HEIGHT; if (mapActivity[x, y] && playerPosition.X + PLAYER_WIDTH > mapPosition[x, y].X && playerPosition.X < mapPosition[x, y].X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition[x, y].Y && playerPosition.Y < mapPosition[x, y].Y + MAP_HEIGHT) { playerPosition.Y = mapPosition[x, y].Y - PLAYER_HEITHT; playerSpeed.Y = 0.0f; } } } ////// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); for (int x = 0; x < MAP_DIVISION_MAX_X; ++x) { for (int y = 0; y < MAP_DIVISION_MAX_Y; ++y) { if (mapActivity[x, y]) { spriteBatch.Draw( map, new Rectangle((int)mapPosition[x, y].X, (int)mapPosition[x, y].Y, MAP_WIDTH, MAP_HEIGHT), new Rectangle(0, 0, MAP_WIDTH, MAP_HEIGHT), Color.White); } } } spriteBatch.Draw( player, new Rectangle((int)playerPosition.X, (int)playerPosition.Y, PLAYER_WIDTH, PLAYER_HEITHT), new Rectangle(0, 0, PLAYER_WIDTH, PLAYER_HEITHT), Color.White); spriteBatch.End(); base.Draw(gameTime); } } }
using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Hit_Test_03 { ////// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D player; Texture2D map; const int MAP_DIVISION_MAX_X = 8; const int MAP_DIVISION_MAX_Y = 5; Vector2 playerPosition; Vector2 playerSpeed; const float GRAVITY = 1.0f; Vector2[,] mapPosition = new Vector2[MAP_DIVISION_MAX_X, MAP_DIVISION_MAX_Y]; Boolean[,] mapActivity = new Boolean[MAP_DIVISION_MAX_X, MAP_DIVISION_MAX_Y]; const int PLAYER_WIDTH = 60; const int PLAYER_HEITHT = 90; const int MAP_WIDTH = 100; const int MAP_HEIGHT = 100; const int MAP_OFFSET_X = 0; const int MAP_OFFSET_Y = 0; const float HIT_ADJUST_LENGTH = 1.01f; KeyboardState keyboardState; enum DIRECTION { LEFT, TOP, BOTTOM, RIGHT } public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } ////// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// protected override void Initialize() { // TODO: Add your initialization logic here playerPosition = new Vector2(MAP_WIDTH * 3, MAP_HEIGHT * 1); playerSpeed = new Vector2(0.0f, 0.0f); for (int x = 0; x < MAP_DIVISION_MAX_X; ++x) { for (int y = 0; y < MAP_DIVISION_MAX_Y; ++y) { mapPosition[x, y] = new Vector2(x * MAP_WIDTH + MAP_OFFSET_X, y * MAP_HEIGHT + MAP_OFFSET_Y); mapActivity[x, y] = true; } // mapActivity[x, 0] = false; } mapActivity[2, 1] = false; mapActivity[2, 2] = false; mapActivity[2, 3] = false; mapActivity[3, 1] = false; // mapActivity[3, 2] = false; mapActivity[3, 3] = false; mapActivity[4, 1] = false; mapActivity[4, 2] = false; mapActivity[4, 3] = false; mapActivity[5, 1] = false; // mapActivity[5, 2] = false; mapActivity[5, 3] = false; mapActivity[6, 1] = false; mapActivity[6, 2] = false; mapActivity[6, 3] = false; base.Initialize(); } ////// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); player = Content.Load("players16"); map = Content.Load ("map"); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } ////// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { keyboardState = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if (keyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); } if (keyboardState.IsKeyDown(Keys.Left)) { playerSpeed.X = -1.0f; } if (keyboardState.IsKeyDown(Keys.Right)) { playerSpeed.X = 1.0f; } if (keyboardState.IsKeyDown(Keys.Up)) { playerSpeed.Y = -10.0f; } if (keyboardState.IsKeyDown(Keys.Down)) { playerSpeed.Y = 1.0f; } playerPosition += playerSpeed; Hit(); playerSpeed.X = 0.0f; playerSpeed.Y += GRAVITY; // TODO: Add your update logic here base.Update(gameTime); } private void Hit() { if (playerSpeed.X < 0.0f) { int x = (int)(playerPosition.X) / MAP_WIDTH; int y = (int)(playerPosition.Y + PLAYER_HEITHT - HIT_ADJUST_LENGTH - playerSpeed.Y) / MAP_HEIGHT; if (mapActivity[x, y] && playerPosition.X + PLAYER_WIDTH > mapPosition[x, y].X && playerPosition.X < mapPosition[x, y].X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition[x, y].Y && playerPosition.Y < mapPosition[x, y].Y + MAP_HEIGHT) { playerPosition.X = mapPosition[x, y].X + MAP_WIDTH; playerSpeed.X = 0.0f; } } if (playerSpeed.X > 0.0f) { int x = (int)(playerPosition.X + PLAYER_WIDTH) / MAP_WIDTH; int y = (int)(playerPosition.Y + PLAYER_HEITHT - HIT_ADJUST_LENGTH - playerSpeed.Y) / MAP_HEIGHT; if (mapActivity[x, y] && playerPosition.X + PLAYER_WIDTH > mapPosition[x, y].X && playerPosition.X < mapPosition[x, y].X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition[x, y].Y && playerPosition.Y < mapPosition[x, y].Y + MAP_HEIGHT) { playerPosition.X = mapPosition[x, y].X - PLAYER_WIDTH; playerSpeed.X = 0.0f; } } if (playerSpeed.Y < 0.0f) { int x = (int)(playerPosition.X - playerSpeed.X) / MAP_WIDTH; int y = (int)(playerPosition.Y) / MAP_HEIGHT; if (!mapActivity[x, y] && mapActivity[x + 1, y] && playerPosition.X <= mapPosition[x + 1, y].X) { x += 1; } if (mapActivity[x, y] && playerPosition.X - HIT_ADJUST_LENGTH + PLAYER_WIDTH > mapPosition[x, y].X && playerPosition.X - HIT_ADJUST_LENGTH < mapPosition[x, y].X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition[x, y].Y && playerPosition.Y < mapPosition[x, y].Y + MAP_HEIGHT) { playerPosition.Y = mapPosition[x, y].Y + MAP_HEIGHT; playerSpeed.Y = 0.0f; } } if (playerSpeed.Y > 0.0f) { int x = (int)(playerPosition.X) / MAP_WIDTH; int y = (int)(playerPosition.Y + PLAYER_HEITHT) / MAP_HEIGHT; if (!mapActivity[x, y] && mapActivity[x + 1, y] && playerPosition.X <= mapPosition[x + 1, y].X) { x += 1; } if (mapActivity[x, y] && playerPosition.X + PLAYER_WIDTH > mapPosition[x, y].X && playerPosition.X < mapPosition[x, y].X + MAP_WIDTH && playerPosition.Y + PLAYER_HEITHT > mapPosition[x, y].Y && playerPosition.Y < mapPosition[x, y].Y + MAP_HEIGHT) { playerPosition.Y = mapPosition[x, y].Y - PLAYER_HEITHT; playerSpeed.Y = 0.0f; } } } ////// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); for (int x = 0; x < MAP_DIVISION_MAX_X; ++x) { for (int y = 0; y < MAP_DIVISION_MAX_Y; ++y) { if (mapActivity[x, y]) { spriteBatch.Draw( map, new Rectangle((int)mapPosition[x, y].X, (int)mapPosition[x, y].Y, MAP_WIDTH, MAP_HEIGHT), new Rectangle(0, 0, MAP_WIDTH, MAP_HEIGHT), Color.White); } } } spriteBatch.Draw( player, new Rectangle((int)playerPosition.X, (int)playerPosition.Y, PLAYER_WIDTH, PLAYER_HEITHT), new Rectangle(0, 0, PLAYER_WIDTH, PLAYER_HEITHT), Color.White); spriteBatch.End(); base.Draw(gameTime); } } }
記事読ませていただきました。
返信削除当たり判定について私も考えておりましたので、参考になりました。ありがとうございます。
上記コードのHit()では、例えばplayerSpeed.X,Yが両方とも0では無い時にブロックに衝突すると、好ましくない動作をするように思います。(例えばブロックに上から当たっただけでも、playerSpeed.X != 0 だとx方向まで補正されてしまう)
このあたりまで考慮する場合、どのように設計されますでしょう?
お考えが聞いてみたいだけなので、お時間あればお教えくださいな。
コメントありがとうございます。
返信削除>playerSpeed.X,Yが両方とも0では無い時にブロックに衝突すると、好ましくない動作をするように思います。(例えばブロックに上から当たっただけでも、playerSpeed.X != 0 だとx方向まで補正されてしまう)
この部分ですが、試しにJavaScriptで組んでみた場合、挙動が違っていました。使う言語やプラットフォームによって挙動が違ってくるようです。
C#とXNA4.0で組んだ場合、playerSpeed.X != 0 だとブロックに上から当たった場合 mapActivity[x,y] のフラグではじかれて playerPosition.X が補正されることはありません。
しかし、JavaScriptで組んだ場合は違った挙動をしていたので、もし宜しければJavaScriptで組んだ当たり判定をメールで送りますのでこちらのアドレスまでメール下さい。minmin0530@gmail.com