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
{
///
/// 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);
}
}
}
ジャンプができる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_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