collision detection commonly divided into three types : round testing, rectangle detection , pixel detection . Pixel detection is the most accurate one, but it is also the largest consumption of a performance , because the general game rarely used .
rectangular checks
ideas : You can check the relative position of the two rectangles , if RectA in RectB up and down about , and have not slept in two rectangles , you can determine that they do not collide , contrary to the collision .
/**
*
* @param x1 矩形1的X坐标
* @param y1 矩形1的Y坐标
* @param w1 矩形1的宽
* @param h1 矩形1的高
* @param x2 矩形2的X坐标
* @param y2 矩形2的Y坐标
* @param w2 矩形2的宽
* @param h2 矩形的高
* @return
*/
public boolean CheckRectCollsion(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;
}
achieve a complete example
public class MySurfaceView extends SurfaceView implements Callback,Runnable {
private SurfaceHolder surfaceHolder;
private Paint paint;
private Thread thread;
private boolean flag;
int sleeptime=100;
//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;
public MySurfaceView(Context context) {
super(context);
surfaceHolder = this.getHolder();
surfaceHolder.addCallback(this);
paint = new Paint();
paint.setColor(Color.WHITE);
paint.setAntiAlias(true);
setFocusable(true); //设置焦点
}
@Override
public void run() {
Canvas canvas=null;
while (flag) {
try {
canvas=surfaceHolder.lockCanvas();
synchronized (canvas) {
myDraw(canvas);
}
} catch (Exception e) {
Log.e("collsion", e.getMessage());
}finally{
if(canvas!=null){
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
try {
Thread.sleep(sleeptime);
} catch (Exception e) {
Log.e("collsion", e.getMessage());
}
}
}
/**
* 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 (CheckRectCollsion(x1, y1, w1, h1, x2, y2, w2, h2)) {
isCollsion = true;
} else {
isCollsion = false;
}
return true;
}
public void myDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
if (isCollsion) {
paint.setColor(Color.RED);
paint.setTextSize(20);
canvas.drawText("碰撞了!", 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);
}
@Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
// TODO Auto-generated method stub
}
@Override
public void surfaceCreated(SurfaceHolder arg0) {
flag = true;
//实例线程
thread = new Thread(this);
if(!thread.isAlive()){
//启动线程
thread.start();
}
}
@Override
public void surfaceDestroyed(SurfaceHolder arg0) {
// TODO Auto-generated method stub
}
/**
*
* @param x1 矩形1的X坐标
* @param y1 矩形1的Y坐标
* @param w1 矩形1的宽
* @param h1 矩形1的高
* @param x2 矩形2的X坐标
* @param y2 矩形2的Y坐标
* @param w2 矩形2的宽
* @param h2 矩形的高
* @return
*/
public boolean CheckRectCollsion(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;
}
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