Android游戏开发之碰撞检测(矩形碰撞、圆形碰撞、像素碰撞)

本文为大家分享了Android游戏开发之碰撞检测,供大家参考,具体内容如下

矩形碰撞 原理: 两个矩形位置 的四种情况 不是这四中情况 则碰撞

圆形碰撞 原理: 利用两个圆心之间的距离进行判定.当两个圆心的距离小于半径之和则碰撞.

像素碰撞 原理:不适用 遍历所有像素 检测 太多了

多矩形碰撞 原理:设置多个矩形碰撞检测区域 检测碰撞矩形数组 与另一碰撞矩形数组之间的位置关系.

矩形碰撞 代码:

public class MySurfaceView extends SurfaceView implements Callback, Runnable {

private SurfaceHolder sfh;

private Paint paint;

private Thread th;

private boolean flag;

private Canvas canvas;

private int screenW, screenH;

//定义两个矩形的宽高坐标

private int x1 = 10, y1 = 110, w1 = 40, h1 = 40;

private int x2 = 100, y2 = 110, w2 = 40, h2 = 40;

//便于观察是否发生了碰撞设置一个标识位

private boolean isCollsion;

/**

* SurfaceView初始化函数

*/

public MySurfaceView(Context context) {

super(context);

sfh = this.getHolder();

sfh.addCallback(this);

paint = new Paint();

paint.setColor(Color.WHITE);

paint.setAntiAlias(true);

setFocusable(true);

}

/**

* SurfaceView视图创建,响应此函数

*/

@Override

public void surfaceCreated(SurfaceHolder holder) {

screenW = this.getWidth();

screenH = this.getHeight();

flag = true;

//实例线程

th = new Thread(this);

//启动线程

th.start();

}

/**

* 游戏绘图

*/

public void myDraw() {

try {

canvas = sfh.lockCanvas();

if (canvas != null) {

canvas.drawColor(Color.BLACK);

if (isCollsion) {

paint.setColor(Color.RED);

paint.setTextSize(20);

canvas.drawText("Collision!", 0, 30, paint);

} else {

paint.setColor(Color.WHITE);

}

//绘制两个矩形

canvas.drawRect(x1, y1, x1 + w1, y1 + h1, paint);

canvas.drawRect(x2, y2, x2 + w2, y2 + h2, paint);

}

} catch (Exception e) {

// TODO: handle exception

} finally {

if (canvas != null)

sfh.unlockCanvasAndPost(canvas);

}

}

/**

* 触屏事件监听

*/

@Override

public boolean onTouchEvent(MotionEvent event) {

//让矩形1随着触屏位置移动

x1 = (int) event.getX() - w1 / 2;

y1 = (int) event.getY() - h1 / 2;

if (isCollsionWithRect(x1, y1, w1, h1, x2, y2, w2, h2)) {

isCollsion = true;

} else {

isCollsion = false;

}

return true;

}

/**

* 按键事件监听

*/

@Override

public boolean onKeyDown(int keyCode, KeyEvent event) {

return super.onKeyDown(keyCode, event);

}

/**

* 游戏逻辑

*/

private void logic() {

}

public boolean isCollsionWithRect(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2) {

if (x1 >= x2 && x1 >= x2 + w2) {

return false;

} else if (x1 <= x2 && x1 + w1 <= x2) {

return false;

} else if (y1 >= y2 && y1 >= y2 + h2) {

return false;

} else if (y1 <= y2 && y1 + h1 <= y2) {

return false;

}

return true;

}

@Override

public void run() {

while (flag) {

long start = System.currentTimeMillis();

myDraw();

logic();

long end = System.currentTimeMillis();

try {

if (end - start < 50) {

Thread.sleep(50 - (end - start));

}

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

/**

* SurfaceView视图状态发生改变,响应此函数

*/

@Override

public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

}

/**

* SurfaceView视图消亡时,响应此函数

*/

@Override

public void surfaceDestroyed(SurfaceHolder holder) {

flag = false;

}

}

圆形碰撞 代码:

public class MySurfaceView extends SurfaceView implements Callback, Runnable {

private SurfaceHolder sfh;

private Paint paint;

private Thread th;

private boolean flag;

private Canvas canvas;

private int screenW, screenH;

//定义两个圆形的半径与坐标

private int r1 = 20, r2 = 20;

private int x1 = 50, y1 = 100, x2 = 150, y2 = 100;

//定义一个碰撞标识位

private boolean isCollision;

/**

* SurfaceView初始化函数

*/

public MySurfaceView(Context context) {

super(context);

sfh = this.getHolder();

sfh.addCallback(this);

paint = new Paint();

paint.setColor(Color.WHITE);

paint.setAntiAlias(true);

setFocusable(true);

}

/**

* SurfaceView视图创建,响应此函数

*/

@Override

public void surfaceCreated(SurfaceHolder holder) {

screenW = this.getWidth();

screenH = this.getHeight();

flag = true;

//实例线程

th = new Thread(this);

//启动线程

th.start();

}

/**

* 游戏绘图

*/

public void myDraw() {

try {

canvas = sfh.lockCanvas();

if (canvas != null) {

canvas.drawColor(Color.BLACK);

if (isCollision) {

paint.setColor(Color.RED);

paint.setTextSize(20);

canvas.drawText("Collision!", 0, 30, paint);

} else {

paint.setColor(Color.WHITE);

}

canvas.drawCircle(x1, y1, r1, paint);

canvas.drawCircle(x2, y2, r2, paint);

}

} catch (Exception e) {

// TODO: handle exception

} finally {

if (canvas != null)

sfh.unlockCanvasAndPost(canvas);

}

}

/**

* 触屏事件监听

*/

@Override

public boolean onTouchEvent(MotionEvent event) {

x1 = (int) event.getX();

y1 = (int) event.getY();

if (isCollisionWithCircle(x1, y1, x2, y2, r1, r2)) {

isCollision = true;

} else {

isCollision = false;

}

return true;

}

/**

* 圆形碰撞

* @param x1 圆形1的圆心X坐标

* @param y1 圆形2的圆心X坐标

* @param x2 圆形1的圆心Y坐标

* @param y2 圆形2的圆心Y坐标

* @param r1 圆形1的半径

* @param r2 圆形2的半径

* @return

*/

private boolean isCollisionWithCircle(int x1, int y1, int x2, int y2, int r1, int r2) {

//Math.sqrt:开平方

//Math.pow(double x, double y): X的Y次方

if (Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2)) <= r1 + r2) {

//如果两圆的圆心距小于或等于两圆半径则认为发生碰撞

return true;

}

return false;

}

/**

* 按键事件监听

*/

@Override

public boolean onKeyDown(int keyCode, KeyEvent event) {

return super.onKeyDown(keyCode, event);

}

/**

* 游戏逻辑

*/

private void logic() {

}

@Override

public void run() {

while (flag) {

long start = System.currentTimeMillis();

myDraw();

logic();

long end = System.currentTimeMillis();

try {

if (end - start < 50) {

Thread.sleep(50 - (end - start));

}

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

/**

* SurfaceView视图状态发生改变,响应此函数

*/

@Override

public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

}

/**

* SurfaceView视图消亡时,响应此函数

*/

@Override

public void surfaceDestroyed(SurfaceHolder holder) {

flag = false;

}

}

多矩形碰撞 代码

public class MySurfaceView extends SurfaceView implements Callback, Runnable {

private SurfaceHolder sfh;

private Paint paint;

private Thread th;

private boolean flag;

private Canvas canvas;

private int screenW, screenH;

//定义两个矩形图形的宽高坐标

private int rectX1 = 10, rectY1 = 10, rectW1 = 40, rectH1 = 40;

private int rectX2 = 100, rectY2 = 110, rectW2 = 40, rectH2 = 40;

//便于观察是否发生了碰撞设置一个标识位

private boolean isCollsion;

//定义第一个矩形的矩形碰撞数组

private Rect clipRect1 = new Rect(0, 0, 15, 15);

private Rect clipRect2 = new Rect(rectW1 - 15, rectH1 - 15, rectW1, rectH1);

private Rect[] arrayRect1 = new Rect[] { clipRect1, clipRect2 };

//定义第二个矩形的矩形碰撞数组

private Rect clipRect3 = new Rect(0, 0, 15, 15);

private Rect clipRect4 = new Rect(rectW2 - 15, rectH2 - 15, rectW2, rectH2);

private Rect[] arrayRect2 = new Rect[] { clipRect3, clipRect4 };

/**

* SurfaceView初始化函数

*/

public MySurfaceView(Context context) {

super(context);

sfh = this.getHolder();

sfh.addCallback(this);

paint = new Paint();

paint.setColor(Color.WHITE);

paint.setAntiAlias(true);

setFocusable(true);

}

/**

* SurfaceView视图创建,响应此函数

*/

@Override

public void surfaceCreated(SurfaceHolder holder) {

screenW = this.getWidth();

screenH = this.getHeight();

flag = true;

//实例线程

th = new Thread(this);

//启动线程

th.start();

}

/**

* 游戏绘图

*/

public void myDraw() {

try {

canvas = sfh.lockCanvas();

if (canvas != null) {

canvas.drawColor(Color.BLACK);

paint.setColor(Color.WHITE);

paint.setStyle(Style.FILL);

if (isCollsion) {

paint.setTextSize(20);

canvas.drawText("Collision!", 0, 30, paint);

}

//绘制两个矩形

canvas.drawRect(rectX1, rectY1, rectX1 + rectW1, rectY1 + rectH1, paint);

canvas.drawRect(rectX2, rectY2, rectX2 + rectW2, rectY2 + rectH2, paint);

//---绘制碰撞区域使用非填充,并设置画笔颜色白色

paint.setStyle(Style.STROKE);

paint.setColor(Color.RED);

//绘制第一个矩形的所有矩形碰撞区域

for (int i = 0; i < arrayRect1.length; i++) {

canvas.drawRect(arrayRect1[i].left + this.rectX1, arrayRect1[i].top + this.rectY1, arrayRect1[i].right + this.rectX1, arrayRect1[i].bottom

+ this.rectY1, paint);

}

//绘制第二个矩形的所有矩形碰撞区域

for (int i = 0; i < arrayRect2.length; i++) {

canvas.drawRect(arrayRect2[i].left + this.rectX2, arrayRect2[i].top + this.rectY2, arrayRect2[i].right + this.rectX2, arrayRect2[i].bottom

+ rectY2, paint);

}

}

} catch (Exception e) {

// TODO: handle exception

} finally {

if (canvas != null)

sfh.unlockCanvasAndPost(canvas);

}

}

/**

* 触屏事件监听

*/

@Override

public boolean onTouchEvent(MotionEvent event) {

//让矩形1随着触屏位置移动

rectX1 = (int) event.getX() - rectW1 / 2;

rectY1 = (int) event.getY() - rectH1 / 2;

if (isCollsionWithRect(arrayRect1, arrayRect2)) {

isCollsion = true;

} else {

isCollsion = false;

}

return true;

}

/**

* 按键事件监听

*/

@Override

public boolean onKeyDown(int keyCode, KeyEvent event) {

return super.onKeyDown(keyCode, event);

}

/**

* 游戏逻辑

*/

private void logic() {

}

//Rect 类中的四个属性 top bottom left right

//分别表示这个矩形的 上 下 左 右

public boolean isCollsionWithRect(Rect[] rectArray, Rect[] rect2Array) {

Rect rect = null;

Rect rect2 = null;

for (int i = 0; i < rectArray.length; i++) {

//依次取出第一个矩形数组的每个矩形实例

rect = rectArray[i];

//获取到第一个矩形数组中每个矩形元素的属性值

int x1 = rect.left + this.rectX1;

int y1 = rect.top + this.rectY1;

int w1 = rect.right - rect.left;

int h1 = rect.bottom - rect.top;

for (int j = 0; j < rect2Array.length; j++) {

//依次取出第二个矩形数组的每个矩形实例

rect2 = rect2Array[j];

//获取到第二个矩形数组中每个矩形元素的属性值

int x2 = rect2.left + this.rectX2;

int y2 = rect2.top + this.rectY2;

int w2 = rect2.right - rect2.left;

int h2 = rect2.bottom - rect2.top;

//进行循环遍历两个矩形碰撞数组所有元素之间的位置关系

if (x1 >= x2 && x1 >= x2 + w2) {

} else if (x1 <= x2 && x1 + w1 <= x2) {

} else if (y1 >= y2 && y1 >= y2 + h2) {

} else if (y1 <= y2 && y1 + h1 <= y2) {

} else {

//只要有一个碰撞矩形数组与另一碰撞矩形数组发生碰撞则认为碰撞

return true;

}

}

}

return false;

}

@Override

public void run() {

while (flag) {

long start = System.currentTimeMillis();

myDraw();

logic();

long end = System.currentTimeMillis();

try {

if (end - start < 50) {

Thread.sleep(50 - (end - start));

}

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

/**

* SurfaceView视图状态发生改变,响应此函数

*/

@Override

public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

}

/**

* SurfaceView视图消亡时,响应此函数

*/

@Override

public void surfaceDestroyed(SurfaceHolder holder) {

flag = false;

}

}

以上是 Android游戏开发之碰撞检测(矩形碰撞、圆形碰撞、像素碰撞) 的全部内容, 来源链接: utcz.com/z/351221.html

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