装甲逆袭-玩家碰撞处理
玩家碰撞处理,其实就是矩形碰撞检测,然后会将本身的位置通过移动方式增加几位来进行判断,因为写了比较久了,所以只贴代码。
#include "CommonCollisonUtil.h"
#include "CommonUtil.h"
#include "CommonNPCSprite.h"
#include "RpgGameScene.h"
#include "CommonMapSprite.h"
#include "CommonTiledMapUtil.h"
#include "PlayerSprite.h"
#include "MoveNPCSprite.h"
#include "CommonMapSprite.h"
#include "GameData.h"
#include "CommonSceneUtil.h"
#include "HRocker.h"
//计算第一个坐标点在第二个坐标点的位置,返回值0、向下。1向左。2、向右。3、向上。-1、停止。
int CommonCollisonUtil::calculationDirection(CCPoint mCCPoint1,CCPoint mCCPoint2){
float pValueX,pValueY;
pValueX=mCCPoint1.x-mCCPoint2.x;
pValueY=mCCPoint1.y-mCCPoint2.y;
// 左边移动
if (pValueX > 0&& abs(pValueX) > abs(pValueY)) {
return 1;
}
// 右边移动
else if (pValueX < 0&& abs(pValueX) > abs(pValueY)) {
return 2;
}
// 下面移动
else if (pValueY > 0&& abs(pValueX) < abs(pValueY)) {
return 0;
}
// 上面移动
else if (pValueY < 0&& abs(pValueX) < abs(pValueY)) {
return 3;
} else {
return -1;
}
}
//检测矩形是否碰撞的代码
bool CommonCollisonUtil::isColliding(float ax, float ay, float aw, float ah,
float bx, float by, float bw, float bh){
if (ay > (by + bh) || by > (ay + ah) || ax > (bx + bw) || bx > (ax + aw))
return false;
return true;
}
//检测是否与地图上的NPC碰撞
bool CommonCollisonUtil::isCollidesWithNPC(CommonNPCSprite* mPlayerSprite,CommonNPCSprite* mCommonNPCSprite,int playermovefangxiang){
float playx=mPlayerSprite->getPositionX();
float playy=mPlayerSprite->getPositionY();
float playw = mPlayerSprite->spriteWidth;
float playh = mPlayerSprite->spriteHeight;
//0、向下。1向左。2、向右。3、向上。
switch(playermovefangxiang){
case 0:
playy-=mPlayerSprite->moveSpeed;
break;
case 1:
playx-=mPlayerSprite->moveSpeed;
break;
case 2:
playx+=mPlayerSprite->moveSpeed;
break;
case 3:
playy+=mPlayerSprite->moveSpeed;
break;
}
return isColliding(playx, playy, playw, playh,
mCommonNPCSprite->getPositionX(),mCommonNPCSprite->getPositionY(),
mCommonNPCSprite->spriteWidth,mCommonNPCSprite->spriteHeight);
}
//检测是否与地图上的不可通过的地方碰撞
bool CommonCollisonUtil::isCollidesWithUnWalkOnMap(CommonNPCSprite* mPlayerSprite,CCRect unwalkPoint,int playermovefangxiang){
float playx=mPlayerSprite->getPositionX();
float playy=mPlayerSprite->getPositionY();
float playw = mPlayerSprite->spriteWidth;
float playh = mPlayerSprite->spriteHeight;
//playy=playy-playh/2;
playh=playh/2;
//0、向下。1向左。2、向右。3、向上。
switch(playermovefangxiang){
case 0:
playy-=mPlayerSprite->moveSpeed;
break;
case 1:
playx-=mPlayerSprite->moveSpeed;
break;
case 2:
playx+=mPlayerSprite->moveSpeed;
break;
case 3:
playy+=mPlayerSprite->moveSpeed;
break;
}
return isColliding(playx, playy, playw, playh,
unwalkPoint.origin.x,unwalkPoint.origin.y,
unwalkPoint.size.width,unwalkPoint.size.height);
}
//检测是否与地图上的一些东西碰撞
void CommonCollisonUtil::isPlayerCollidesWithOther(int fangxiang){
CCNode *playerNode=CommonUtil::getPlayerNode();
CCNode *mapNode=CommonUtil::getMapNode();
bool isCollision=false;
//检测是否与普通NPC碰撞
for (int i=0;i<CommonUtil::getNPC_count();i++)
{
if (isCollision)
break;
CCNode *npcnode=CommonUtil::getPlayerNode(CommonUtil::getNPC_tag(i));
if (npcnode!=NULL)
{
isCollision=isCollidesWithNPC((CommonNPCSprite*)playerNode,
(CommonNPCSprite*)npcnode,fangxiang);
}
}
//检测是否与坦克碰撞
for (int i=0;i<CommonUtil::getTankcount();i++)
{
if (isCollision)
break;
CCNode *tanknode=CommonUtil::getPlayerNode(CommonUtil::getTanktag(i));
if (tanknode!=NULL)
{
isCollision=isCollidesWithNPC((CommonNPCSprite*)playerNode,
(CommonNPCSprite*)tanknode,fangxiang);
}
}
int unwalkcount=0;
if (mapNode!=NULL)
{
unwalkcount=((CommonMapSprite*)mapNode)->unwalkcount;
}
//检测是否跟地图上的障碍物碰撞
for (int i=0;i<unwalkcount;i++)
{
if (isCollision)
break;
isCollision=isCollidesWithUnWalkOnMap((CommonNPCSprite*)playerNode,
((CommonMapSprite*)mapNode)->unwalkCCRect[i],fangxiang);
}
//检测是否跟商店NPC碰撞
for (int i=0;i<CommonUtil::getShopNPC_count();i++)
{
if (isCollision)
break;
CCNode *npcnode=CommonUtil::getPlayerNode(CommonUtil::getShopNPC_tag(i));
if (npcnode!=NULL)
{
isCollision=isCollidesWithNPC((CommonNPCSprite*)playerNode,
(CommonNPCSprite*)npcnode,fangxiang);
}
}
if (!isCollision)
{
if (playerNode!=NULL&&mapNode!=NULL)
{
((PlayerSprite*)playerNode)->moveSprite(fangxiang,mapNode);
}
}else{
((PlayerSprite*)playerNode)->actionAnim(fangxiang);
}
}
//检测NPC是否与玩家碰撞
bool CommonCollisonUtil::isNPCCollidesWithPlayer(CommonNPCSprite* mCommonNPCSprite,CommonNPCSprite* mPlayerSprite,int playermovefangxiang){
float playx=mCommonNPCSprite->getPositionX();
float playy=mCommonNPCSprite->getPositionY();
float playw = mCommonNPCSprite->spriteWidth;
float playh = mCommonNPCSprite->spriteHeight;
//0、向下。1向左。2、向右。3、向上。
switch(playermovefangxiang){
case 0:
playy-=mPlayerSprite->moveSpeed;
break;
case 1:
playx-=mPlayerSprite->moveSpeed;
break;
case 2:
playx+=mPlayerSprite->moveSpeed;
break;
case 3:
playy+=mPlayerSprite->moveSpeed;
break;
}
return isColliding(playx, playy, playw, playh,
mPlayerSprite->getPositionX(),mPlayerSprite->getPositionY(),
mPlayerSprite->spriteWidth,mPlayerSprite->spriteHeight);
}
//检测NPC是否与玩家碰撞
void CommonCollisonUtil::isNPCCollidesWithPlayer(){
CCNode *playerNode=CommonUtil::getPlayerNode();
for (int i=0;i<CommonUtil::getNPC_count();i++)
{
CCNode *npcnode=CommonUtil::getPlayerNode(CommonUtil::getNPC_tag(i));
if (npcnode!=NULL){
if(!isNPCCollidesWithPlayer((CommonNPCSprite*)npcnode,
(CommonNPCSprite*)playerNode,((MoveNPCSprite*)npcnode)->getNowRunDirection())){
((MoveNPCSprite*)npcnode)->moveByMoveKind();
//((MoveNPCSprite*)npcnode)->notShowDialogTip();
}else{
((MoveNPCSprite*)npcnode)->stopAction();
//((MoveNPCSprite*)npcnode)->showDialogTip();
}
}
}
}
//在玩家周围的NPC显示对话框状态
bool CommonCollisonUtil::showDialogByPlayer(CommonNPCSprite* mPlayerSprite,CommonNPCSprite* mCommonNPCSprite){
float playx=mPlayerSprite->getPositionX();
float playy=mPlayerSprite->getPositionY();
float playw = mPlayerSprite->spriteWidth;
float playh = mPlayerSprite->spriteHeight;
playx=playx-30;
playy=playy-30;
playw=playw+60;
playh=playh+60;
return isColliding(playx, playy, playw, playh,
mCommonNPCSprite->getPositionX(),mCommonNPCSprite->getPositionY(),
mCommonNPCSprite->spriteWidth,mCommonNPCSprite->spriteHeight);
}
//在玩家周围的NPC显示对话框状态
void CommonCollisonUtil::showDialogByPlayer(){
CCNode *playerNode=CommonUtil::getPlayerNode();
CCNode *mapNode=CommonUtil::getMapNode();
bool isCollision=false;
for (int i=0;i<CommonUtil::getNPC_count();i++)
{
if (isCollision)
break;
CCNode *npcnode=CommonUtil::getPlayerNode(CommonUtil::getNPC_tag(i));
if (npcnode!=NULL)
{
if(showDialogByPlayer((CommonNPCSprite*)playerNode,
(CommonNPCSprite*)npcnode))
((MoveNPCSprite*)npcnode)->showDialogTip();
else
((MoveNPCSprite*)npcnode)->notShowDialogTip();
}
}
}
//检测是否与地图上的出入口碰撞
bool CommonCollisonUtil::isCollidesWithDoor(){
int doorCount=CommonUtil::getDoorCount();
CCNode* playernode=CommonUtil::getPlayerNode();
for (int i=0;i<doorCount;i++)
{
CCNode *mapnode=CommonUtil::getMapNode();
if (mapnode!=NULL){
float playx=playernode->getPositionX();
float playy=playernode->getPositionY();
float playw = ((CommonNPCSprite*)playernode)->spriteWidth;
float playh = ((CommonNPCSprite*)playernode)->spriteHeight;
playy=playy+1;
if(isColliding(playx,playy,playw,playh,
((CommonMapSprite*)mapnode)->doorinfo[i].doorCCRect.origin.x,
((CommonMapSprite*)mapnode)->doorinfo[i].doorCCRect.origin.y,
((CommonMapSprite*)mapnode)->doorinfo[i].doorCCRect.size.width,
((CommonMapSprite*)mapnode)->doorinfo[i].doorCCRect.size.height))
{
CCNode* scenenode=CCDirector::sharedDirector()->getRunningScene()->getChildByTag(1001);
if(scenenode!=NULL){
((RpgGameScene*)scenenode)->unregisterWithTouchDispatcher();
CCNode *horcker=scenenode->getChildByTag(1985);
if (horcker!=NULL)
{
((HRocker*)horcker)->Inactive();
}
}
CommonSceneUtil::changeScene(((CommonMapSprite*)mapnode)->doorinfo[i].toNextSceneStr,((CommonMapSprite*)mapnode)->doorinfo[i].toNextSceneIndex);
return true;
}
}
}
return false;
}