Java中两个图像之间的碰撞检测

发布于 2024-07-09 03:12:44 字数 372 浏览 4 评论 0原文

我正在编写的游戏中显示了两个角色:玩家和敌人。 定义如下:

public void player(Graphics g) {
    g.drawImage(plimg, x, y, this);
}

public void enemy(Graphics g) {
    g.drawImage(enemy, 200, 200, this);
}

然后调用:

player(g);
enemy(g);

我可以用键盘移动player(),但在尝试检测两者之间的碰撞时我不知所措。 很多人都说要使用矩形,但作为初学者,我不知道如何将其链接到我现有的代码中。 有人可以给我一些建议吗?

I have two characters displayed in a game I am writing, the player and the enemy. defined as such:

public void player(Graphics g) {
    g.drawImage(plimg, x, y, this);
}

public void enemy(Graphics g) {
    g.drawImage(enemy, 200, 200, this);
}

Then called with:

player(g);
enemy(g);

I am able to move player() around with the keyboard, but I am at a loss when trying to detect a collision between the two. A lot of people have said to use Rectangles, but being a beginner I cannot see how I would link this into my existing code. Can anyone offer some advice for me?

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评论(12

内心荒芜 2024-07-16 03:12:44

我认为你的问题是你没有为你的玩家和敌人使用良好的面向对象设计。 创建两个类:

public class Player
{
    int X;
    int Y;
    int Width;
    int Height;

    // Getters and Setters
}

public class Enemy
{
    int X;
    int Y;
    int Width;
    int Height;

    // Getters and Setters
}

您的播放器应该有 X、Y、宽度和高度变量。

你的敌人也应该如此。

在你的游戏循环中,执行如下操作 (C#):

foreach (Enemy e in EnemyCollection)
{
    Rectangle r = new Rectangle(e.X,e.Y,e.Width,e.Height);
    Rectangle p = new Rectangle(player.X,player.Y,player.Width,player.Height);

    // Assuming there is an intersect method, otherwise just handcompare the values
    if (r.Intersects(p))
    {
       // A Collision!
       // we know which enemy (e), so we can call e.DoCollision();
       e.DoCollision();
    }
}

为了加快速度,不必费心检查敌人坐标是否在屏幕外。

I think your problem is that you are not using good OO design for your player and enemies. Create two classes:

public class Player
{
    int X;
    int Y;
    int Width;
    int Height;

    // Getters and Setters
}

public class Enemy
{
    int X;
    int Y;
    int Width;
    int Height;

    // Getters and Setters
}

Your Player should have X,Y,Width,and Height variables.

Your enemies should as well.

In your game loop, do something like this (C#):

foreach (Enemy e in EnemyCollection)
{
    Rectangle r = new Rectangle(e.X,e.Y,e.Width,e.Height);
    Rectangle p = new Rectangle(player.X,player.Y,player.Width,player.Height);

    // Assuming there is an intersect method, otherwise just handcompare the values
    if (r.Intersects(p))
    {
       // A Collision!
       // we know which enemy (e), so we can call e.DoCollision();
       e.DoCollision();
    }
}

To speed things up, don't bother checking if the enemies coords are offscreen.

挽清梦 2024-07-16 03:12:44

首先,使用 Jonathan Holland 描述的边界框看看是否可能发生碰撞。

从(多色)精灵创建黑白版本。 如果你的精灵是透明的(即边界框内有一些地方,但你仍然可以看到背景),你可能已经有了这些。 这些是“面具”。

在蒙版上使用 Image.getRGB() 来获取像素。 对于每个不透明的像素,在整数数组(下面的 playerArrayenemyArray)中设置一个位。 如果 width <= 32 像素,则数组的大小为 height,否则为 (width+31)/32*height。 下面的代码适用于 width <= 32

如果边界框发生碰撞,请执行以下操作:

// Find the first line where the two sprites might overlap
int linePlayer, lineEnemy;
if (player.y <= enemy.y) {
    linePlayer = enemy.y - player.y;
    lineEnemy = 0;
} else {
    linePlayer = 0;
    lineEnemy = player.y - enemy.y;
}
int line = Math.max(linePlayer, lineEnemy);

// Get the shift between the two
x = player.x - enemy.x;
int maxLines = Math.max(player.height, enemy.height);
for ( line < maxLines; line ++) {
    // if width > 32, then you need a second loop here
    long playerMask = playerArray[linePlayer];
    long enemyMask = enemyArray[lineEnemy];
    // Reproduce the shift between the two sprites
    if (x < 0) playerMask << (-x);
    else enemyMask << x;
    // If the two masks have common bits, binary AND will return != 0
    if ((playerMask & enemyMask) != 0) {
        // Contact!
    }

}

链接:JGame, < a href="http://vredungmand.dk/programming/sjg/" rel="nofollow noreferrer">小型 Java 游戏框架

First, use the bounding boxes as described by Jonathan Holland to find if you may have a collision.

From the (multi-color) sprites, create black and white versions. You probably already have these if your sprites are transparent (i.e. there are places which are inside the bounding box but you can still see the background). These are "masks".

Use Image.getRGB() on the mask to get at the pixels. For each pixel which isn't transparent, set a bit in an integer array (playerArray and enemyArray below). The size of the array is height if width <= 32 pixels, (width+31)/32*height otherwise. The code below is for width <= 32.

If you have a collision of the bounding boxes, do this:

// Find the first line where the two sprites might overlap
int linePlayer, lineEnemy;
if (player.y <= enemy.y) {
    linePlayer = enemy.y - player.y;
    lineEnemy = 0;
} else {
    linePlayer = 0;
    lineEnemy = player.y - enemy.y;
}
int line = Math.max(linePlayer, lineEnemy);

// Get the shift between the two
x = player.x - enemy.x;
int maxLines = Math.max(player.height, enemy.height);
for ( line < maxLines; line ++) {
    // if width > 32, then you need a second loop here
    long playerMask = playerArray[linePlayer];
    long enemyMask = enemyArray[lineEnemy];
    // Reproduce the shift between the two sprites
    if (x < 0) playerMask << (-x);
    else enemyMask << x;
    // If the two masks have common bits, binary AND will return != 0
    if ((playerMask & enemyMask) != 0) {
        // Contact!
    }

}

Links: JGame, Framework for Small Java Games

仲春光 2024-07-16 03:12:44

您不希望在绘画代码中包含碰撞检查代码。 绘画需要速度快。 碰撞可以进入游戏循环。 因此,您需要独立于其精灵的对象的内部表示。

You don't want to have the collision check code inside the painting code. The painting needs to be fast. Collision can go in the game loop. Therefore you need an internal representation of the objects independent of their sprites.

风蛊 2024-07-16 03:12:44

这是我的碰撞检测程序的主类。
您可以在以下位置查看它的运行情况:http://www.youtube.com/watch?v=JIXhCvXgjsQ< /a>

/**
 *
 * @author Tyler Griffin
 */
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.GraphicsDevice.*;
import java.util.ArrayList;
import java.awt.Graphics;
import java.awt.geom.Line2D;


public class collision extends JFrame implements KeyListener, MouseMotionListener, MouseListener
{
    ArrayList everything=new ArrayList<tile>();

    int time=0, x, y, width, height, up=0, down=0, left=0, right=0, mouse1=0, mouse2=0;
    int mouseX, mouseY;

    GraphicsEnvironment environment = GraphicsEnvironment.getLocalGraphicsEnvironment();
    GraphicsDevice screen = environment.getDefaultScreenDevice();
    DisplayMode displayMode = screen.getDisplayMode();

    //private BufferStrategy strategy;

    JLayeredPane pane = new JLayeredPane();

     tile Tile;
     circle Circle;
     rectangle Rectangle;

         textPane text;

    public collision()
    {
        setUndecorated(screen.isFullScreenSupported());
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        setVisible(true);
        setLayout(null);
        setResizable(false);
        screen.setFullScreenWindow(this);


        width=displayMode.getWidth();
        height=displayMode.getHeight();


          Circle=new circle(-(int)Math.round((double)height/7*2),-(int)Math.round((double)height/7*2),(int)Math.round((double)height/7*.85),this);
          Rectangle=new rectangle(-(int)Math.round((double)height/7*1.5),-(int)Math.round((double)height/7*1.5),(int)Math.round((double)height/7*1.5),(int)Math.round((double)height/7*1.5),this);
          Tile=Circle;
          Tile.move(mouseX-Tile.width/2, mouseY-Tile.height/2);
                  text=new textPane(0,0,width,height,this);

          everything.add(new circle((int)Math.round((double)width/100*75),(int)Math.round((double)height/100*15),(int)Math.round((double)width/100*10),this));
                  everything.add(new rectangle((int)Math.round((double)width/100*70),(int)Math.round((double)height/100*60),(int)Math.round((double)width/100*20),(int)Math.round((double)height/100*20),this));
                  //everything.add(new line(750,250,750,750,this));
                  /*everything.add(new line(width/700*419,height/700*68,width/700*495,height/700*345,this));
                  everything.add(new line(width/700*495,height/700*345,width/700*749,height/700*350,this));
                  everything.add(new line(width/700*749,height/700*350,width/700*549,height/700*519,this));
                  everything.add(new line(width/700*549,height/700*519,width/700*624,height/700*800,this));
                  everything.add(new line(width/700*624,height/700*800,width/700*419,height/700*638,this));
                  everything.add(new line(width/700*419,height/700*638,width/700*203,height/700*800,this));
                  everything.add(new line(width/700*203,height/700*800,width/700*279,height/700*519,this));
                  everything.add(new line(width/700*279,height/700*519,width/700*76,height/700*350,this));
                  everything.add(new line(width/700*76,height/700*350,width/700*333,height/700*345,this));
                  everything.add(new line(width/700*333,height/700*345,width/700*419,height/700*68,this));

                  everything.add(new line(width/950*419,height/700*68,width/950*624,height/700*800,this));
                  everything.add(new line(width/950*419,height/700*68,width/950*203,height/700*800,this));
                  everything.add(new line(width/950*76,height/700*350,width/950*624,height/700*800,this));
                  everything.add(new line(width/950*203,height/700*800,width/950*749,height/700*350,this));
                  everything.add(new rectangle(width/950*76,height/700*350,width/950*673,1,this));*/

                  everything.add(new line((int)Math.round((double)width/1350*419),(int)Math.round((double)height/1000*68),(int)Math.round((double)width/1350*624),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*419),(int)Math.round((double)height/1000*68),(int)Math.round((double)width/1350*203),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*76),(int)Math.round((double)height/1000*350),(int)Math.round((double)width/1350*624),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*203),(int)Math.round((double)height/1000*800),(int)Math.round((double)width/1350*749),(int)Math.round((double)height/1000*350),this));
                  everything.add(new rectangle((int)Math.round((double)width/1350*76),(int)Math.round((double)height/1000*350),(int)Math.round((double)width/1350*673),1,this));


        addKeyListener(this);
        addMouseMotionListener(this);
        addMouseListener(this);
    }

    public void keyReleased(KeyEvent e)
    {
        Object source=e.getSource();

        int released=e.getKeyCode();

        if (released==KeyEvent.VK_A){left=0;}
        if (released==KeyEvent.VK_W){up=0;}
        if (released==KeyEvent.VK_D){right=0;}
        if (released==KeyEvent.VK_S){down=0;}
    }//end keyReleased


    public void keyPressed(KeyEvent e)
    {
        Object source=e.getSource();

        int pressed=e.getKeyCode();

        if (pressed==KeyEvent.VK_A){left=1;}
        if (pressed==KeyEvent.VK_W){up=1;}
        if (pressed==KeyEvent.VK_D){right=1;}
        if (pressed==KeyEvent.VK_S){down=1;}

        if (pressed==KeyEvent.VK_PAUSE&&pressed==KeyEvent.VK_P)
        {
            //if (paused==0){paused=1;}
            //else paused=0;
        }
    }//end keyPressed

    public void keyTyped(KeyEvent e){}

//***********************************************************************************************

    public void mouseDragged(MouseEvent e)
    {
        mouseX=(e.getX());
        mouseY=(e.getY());

          //run();
    }

    public void mouseMoved(MouseEvent e)
    {
        mouseX=(e.getX());
        mouseY=(e.getY());

          //run();
    }

//***********************************************************************************************

    public void mousePressed(MouseEvent e)
    {
        if(e.getX()==0 && e.getY()==0){System.exit(0);}

    mouseX=(e.getX()+x);
        mouseY=(e.getY()+y);

        if(Tile instanceof circle)
        {
                Circle.move(0-Circle.width, 0-Circle.height);
                Circle.setBounds(Circle.x, Circle.y, Circle.width, Circle.height);
                Tile=Rectangle;
        }
        else
        {
                Rectangle.move(0-Rectangle.width, 0-Rectangle.height);
                Rectangle.setBounds(Rectangle.x, Rectangle.y, Rectangle.width, Rectangle.height);
                Tile=Circle;
        }

        Tile.move(mouseX-Tile.width/2, mouseY-Tile.height/2);
    }

    public void mouseReleased(MouseEvent e)
    {
         //run();
    }

    public void mouseEntered(MouseEvent e){}
    public void mouseExited(MouseEvent e){}

    public void mouseClicked(MouseEvent e){}

//***********************************************************************************************

    public void run()//run collision detection
    {
        while (this == this)
        {
            Tile.move(Tile.x + ((mouseX - (Tile.x + (Tile.width / 2))) / 10), Tile.y + ((mouseY - (Tile.y + (Tile.height / 2))) / 10));
            //Tile.move((mouseX - Tile.width / 2), mouseY - (Tile.height / 2));

            for (int i = 0; i < everything.size(); i++)
            {
                tile Temp = (tile) everything.get(i);

                if (Temp.x < (Tile.x + Tile.width) && (Temp.x + Temp.width) > Tile.x && Temp.y < (Tile.y + Tile.height) && (Temp.y + Temp.height) > Tile.y)//rectangles collided
                {
                    if (Temp instanceof rectangle)
                    {
                        if (Tile instanceof rectangle){rectangleRectangle(Temp);}
                        else {circleRectangle(Temp);}//Tile instanceof circle
                    }
                    else
                    {
                        if (Temp instanceof circle)
                        {
                            if (Tile instanceof rectangle) {rectangleCircle(Temp);}
                            else {circleCircle(Temp);}
                        }
                        else//line
                        {
                            if (Tile instanceof rectangle){rectangleLine(Temp);}
                            else{circleLine(Temp);}
                        }
                    }
                }//end if
            }//end for

            try {Thread.sleep(16L);}
            catch (Exception e) {}

            Tile.setBounds(Tile.x, Tile.y, Tile.width, Tile.height);
            //Rectangle.setBounds(x, y, width, height);
            //Circle.setBounds(x, y, width, height);
            repaint();

            text.out=" ";
        }//end while loop
    }//end run

//***************************************special collision detection/handling functions************************************************

    void rectangleRectangle(tile Temp)
    {
        int lapTop, lapBot, lapLeft, lapRight, small, scootX=0, scootY=0;

        lapTop=(Temp.y+Temp.height)-Tile.y;
        lapBot=(Tile.y+Tile.height)-Temp.y;
        lapLeft=(Temp.x+Temp.width)-Tile.x;
        lapRight=(Tile.x+Tile.width)-Temp.x;

        small=999999999;

        if (lapTop<small){small=lapTop; scootX=0; scootY=lapTop;}
        if (lapBot<small){small=lapBot; scootX=0; scootY=lapBot*-1;}
                if (lapLeft<small){small=lapLeft; scootX=lapLeft; scootY=0;}
                if (lapRight<small){small=lapRight; scootX=lapRight*-1; scootY=0;}

        Tile.move(Tile.x+scootX, Tile.y+scootY);text.out="collision detected!";
    }



    void circleRectangle(tile Temp)
    {
        if((Tile.x+Tile.width/2<=Temp.x+Temp.width && Tile.x+Tile.width/2>=Temp.x)||(Tile.y+Tile.height/2>=Temp.y && Tile.y+Tile.height/2<=Temp.y+Temp.height))
        {
            rectangleRectangle(Temp);
        }
        else//push from nearest corner
        {
            int x,y;
            if(Tile.x+Tile.width/2>Temp.x+Temp.width && Tile.y+Tile.height/2<Temp.y){x=Temp.x+Temp.width; y=Temp.y;}
            else if(Tile.x+Tile.width/2<Temp.x && Tile.y+Tile.height/2<Temp.y){x=Temp.x; y=Temp.y;}
            else if(Tile.x+Tile.width/2>Temp.x+Temp.width && Tile.y+Tile.height/2>Temp.y+Temp.height){x=Temp.x+Temp.width; y=Temp.y+Temp.height;}
            else {x=Temp.x; y=Temp.y+Temp.height;}

            double distance = Math.sqrt(Math.pow(Tile.x+(Tile.width/2) - x, 2) + Math.pow(Tile.y+(Tile.height/2) - y, 2));

            if((int)Math.round(distance)<Tile.height/2)
            {
                             double normY = ((Tile.y+(Tile.height/2) - y) / distance);
                             double normX = ((Tile.x+(Tile.width/2) - x) / distance);

                            Tile.move(x-Tile.width/2+(int)Math.round(normX*((Tile.width/2))) , y-Tile.height/2+(int)Math.round(normY*((Tile.height/2))));text.out="collision detected!";
            }
        }
    }



    void rectangleCircle(tile Temp)
    {
        if((Temp.x+Temp.width/2<=Tile.x+Tile.width && Temp.x+Temp.width/2>=Tile.x)||(Temp.y+Temp.height/2>=Tile.y && Temp.y+Temp.height/2<=Tile.y+Tile.height))
        {
            rectangleRectangle(Temp);
        }
        else//push from nearest corner
        {
            int x,y;
            if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2<Tile.y){x=Tile.x+Tile.width; y=Tile.y;}
            else if(Temp.x+Temp.width/2<Tile.x && Temp.y+Temp.height/2<Tile.y){x=Tile.x; y=Tile.y;}
            else if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2>Tile.y+Tile.height){x=Tile.x+Tile.width; y=Tile.y+Tile.height;}
            else {x=Tile.x; y=Tile.y+Tile.height;}

            double distance = Math.sqrt(Math.pow(Temp.x+(Temp.width/2) - x, 2) + Math.pow(Temp.y+(Temp.height/2) - y, 2));

            if((int)Math.round(distance)<Temp.height/2)
            {
             double normY = ((Temp.y+(Temp.height/2) - y) / distance);
             double normX = ((Temp.x+(Temp.width/2) - x) / distance);

             if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2<Tile.y){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2)))-Tile.width,(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2))));text.out="collision detected!";}
                else if(Temp.x+Temp.width/2<Tile.x && Temp.y+Temp.height/2<Tile.y){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2))),(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2))));text.out="collision detected!";}
                else if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2>Tile.y+Tile.height){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2)))-Tile.width,(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2)))-Tile.height);text.out="collision detected!";}
                else {Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2))),(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2)))-Tile.height);text.out="collision detected!";}
            }
        }
    }




    void circleCircle(tile Temp)
    {
        double distance = Math.sqrt(Math.pow((Tile.x+(Tile.width/2)) - (Temp.x+(Temp.width/2)),2) + Math.pow((Tile.y+(Tile.height/2)) - (Temp.y+(Temp.height/2)), 2));

        if((int)distance<(Tile.width/2+Temp.width/2))
        {
                        double normX = ((Tile.x+(Tile.width/2)) - (Temp.x+(Temp.width/2))) / distance;
                        double normY = ((Tile.y+(Tile.height/2)) - (Temp.y+(Temp.height/2))) / distance;

            Tile.move((Temp.x+(Temp.width/2))+(int)Math.round(normX*(Tile.width/2+Temp.width/2))-(Tile.width/2) , (Temp.y+(Temp.height/2))+(int)Math.round(normY*(Tile.height/2+Temp.height/2))-(Tile.height/2));text.out="collision detected!";
        }
    }



    void circleLine(tile Temp)
    {
            line Line=(line)Temp;

            if (Line.x1 < (Tile.x + Tile.width) && (Line.x1) > Tile.x && Line.y1 < (Tile.y + Tile.height) && Line.y1 > Tile.y)//circle may be hitting one of the end points
            {
                rectangle rec=new rectangle(Line.x1, Line.y1, 1, 1, this);
                circleRectangle(rec);
                remove(rec);
            }

            if (Line.x2 < (Tile.x + Tile.width) && (Line.x2) > Tile.x && Line.y2 < (Tile.y + Tile.height) && Line.y2 > Tile.y)//circle may be hitting one of the end points
            {
                rectangle rec=new rectangle(Line.x2, Line.y2, 1, 1, this);
                circleRectangle(rec);
                remove(rec);
            }


            int x1=0, y1=0, x2=Tile.x+(Tile.width/2), y2=Tile.y+(Tile.height/2);

            x1=Tile.x+(Tile.width/2)-Line.height;//(int)Math.round(Line.xNorm*1000);
            x2=Tile.x+(Tile.width/2)+Line.height;
            if(Line.posSlope)
            {
                y1=Tile.y+(Tile.height/2)-Line.width;
                y2=Tile.y+(Tile.height/2)+Line.width;
            }
            else
            {
                y1=Tile.y+(Tile.height/2)+Line.width;
                y2=Tile.y+(Tile.height/2)-Line.width;
            }

            Point point=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

            if (point.x < (Line.x + Line.width) && point.x > Line.x && point.y < (Line.y + Line.height) && point.y > Line.y)//line intersects within line segment
            {
                //if(point!=null){System.out.println(point.x+","+point.y);}
                double distance = Math.sqrt(Math.pow((Tile.x+(Tile.width/2)) - point.x,2) + Math.pow((Tile.y+(Tile.width/2)) - point.y, 2));

                if((int)distance<Tile.width/2)
                {
                    //System.out.println("hit");
                    double normX = ((Tile.x+(Tile.width/2)) - point.x) / distance;
                    double normY = ((Tile.y+(Tile.height/2)) - point.y) / distance;

                    Tile.move((point.x)+(int)Math.round(normX*(Tile.width/2))-(Tile.width/2) , (point.y)+(int)Math.round(normY*(Tile.height/2))-(Tile.height/2));text.out="collision detected!";
                    //System.out.println(point.x+","+point.y);
                }
            }

            //new bullet(this, (int)Math.round(tryX), (int)Math.round(tryY));
    }

        void rectangleLine(tile Temp)
    {
            line Line=(line)Temp;
            if(new Line2D.Double(Line.x1,Line.y1,Line.x2,Line.y2).intersects(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height)))
            {
                if (Line.x1 < (Tile.x + Tile.width) && (Line.x1) > Tile.x && Line.y1 < (Tile.y + Tile.height) && Line.y1 > Tile.y)//circle may be hitting one of the end points
                {
                    rectangle rec=new rectangle(Line.x1, Line.y1, 1, 1, this);
                    rectangleRectangle(rec);
                    remove(rec);
                }

                if (Line.x2 < (Tile.x + Tile.width) && (Line.x2) > Tile.x && Line.y2 < (Tile.y + Tile.height) && Line.y2 > Tile.y)//circle may be hitting one of the end points
                {
                    rectangle rec=new rectangle(Line.x2, Line.y2, 1, 1, this);
                    rectangleRectangle(rec);
                    remove(rec);
                }

                if(Line.posSlope)//positive sloped line
                {
                    //first we'll do the top left corner
                    int x1=Tile.x-Line.height;
                    int x2=Tile.x+Line.height;
                    int y1=Tile.y-Line.width;
                    int y2=Tile.y+Line.width;
                    Point topPoint=new Point(-99,-99), botPoint=new Point(-99,-99);
                    double topDistance=0, botDistance=0;

                    topPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    topDistance = Math.sqrt(Math.pow(Tile.x - topPoint.x,2) + Math.pow(Tile.y - topPoint.y, 2));

                    //new let's do the bottom right corner
                    x1=Tile.x+Tile.width-Line.height;
                    x2=Tile.x+Tile.width+Line.height;
                    y1=Tile.y+Tile.height-Line.width;
                    y2=Tile.y+Tile.height+Line.width;

                    botPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    botDistance = Math.sqrt(Math.pow((Tile.x+Tile.width) - botPoint.x,2) + Math.pow((Tile.y+Tile.height) - botPoint.y, 2));


                    if(topDistance<botDistance)
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(topPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(topPoint))
                        {
                            Tile.move(topPoint.x,topPoint.y);text.out="collision detected!";
                        }
                    }
                    else
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(botPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(botPoint))
                        {
                            Tile.move(botPoint.x-Tile.width,botPoint.y-Tile.height);text.out="collision detected!";
                        }
                    }
                }
                else//negative sloped lne
                {
                    //first we'll do the top right corner
                    int x1=Tile.x+Tile.width-Line.height;
                    int x2=Tile.x+Tile.width+Line.height;
                    int y1=Tile.y+Line.width;
                    int y2=Tile.y-Line.width;
                    Point topPoint=new Point(-99,-99), botPoint=new Point(-99,-99);
                    double topDistance=0, botDistance=0;

                    topPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    topDistance = Math.sqrt(Math.pow(Tile.x + Tile.width - topPoint.x,2) + Math.pow(Tile.y - topPoint.y, 2));

                    //new let's do the bottom left corner
                    x1=Tile.x-Line.height;
                    x2=Tile.x+Line.height;
                    y1=Tile.y+Tile.height+Line.width;
                    y2=Tile.y+Tile.height-Line.width;

                    botPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    botDistance = Math.sqrt(Math.pow(Tile.x - botPoint.x,2) + Math.pow((Tile.y+Tile.height) - botPoint.y, 2));


                    if(topDistance<botDistance)
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(topPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(topPoint))
                        {
                            Tile.move(topPoint.x-Tile.width,topPoint.y);text.out="collision detected!";
                        }
                    }
                    else
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(botPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(botPoint))
                        {
                            Tile.move(botPoint.x,botPoint.y-Tile.height);text.out="collision detected!";
                        }
                    }
                }
            }
    }

       public Point intersection(double x1, double y1, double x2, double y2,double x3, double y3, double x4, double y4)//I didn't write this. got it from http://www.ahristov.com/tutorial/geometry-games/intersection-lines.html (I altered it)
       {
            double d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);

            double xi = ((x3 - x4) * (x1 * y2 - y1 * x2) - (x1 - x2) * (x3 * y4 - y3 * x4)) / d;
            double yi = ((y3 - y4) * (x1 * y2 - y1 * x2) - (y1 - y2) * (x3 * y4 - y3 * x4)) / d;

            int x=(int)Math.round(xi);
            int y=(int)Math.round(yi);

            return new Point(x, y);
        }

//***************************************************************************************

    public static void main(String[] args)
    {
        final collision Collision=new collision();
          Collision.run();
    }//end main
}//end class

Here's the main class from my collision detection program.
You can see it run at: http://www.youtube.com/watch?v=JIXhCvXgjsQ

/**
 *
 * @author Tyler Griffin
 */
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.GraphicsDevice.*;
import java.util.ArrayList;
import java.awt.Graphics;
import java.awt.geom.Line2D;


public class collision extends JFrame implements KeyListener, MouseMotionListener, MouseListener
{
    ArrayList everything=new ArrayList<tile>();

    int time=0, x, y, width, height, up=0, down=0, left=0, right=0, mouse1=0, mouse2=0;
    int mouseX, mouseY;

    GraphicsEnvironment environment = GraphicsEnvironment.getLocalGraphicsEnvironment();
    GraphicsDevice screen = environment.getDefaultScreenDevice();
    DisplayMode displayMode = screen.getDisplayMode();

    //private BufferStrategy strategy;

    JLayeredPane pane = new JLayeredPane();

     tile Tile;
     circle Circle;
     rectangle Rectangle;

         textPane text;

    public collision()
    {
        setUndecorated(screen.isFullScreenSupported());
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        setVisible(true);
        setLayout(null);
        setResizable(false);
        screen.setFullScreenWindow(this);


        width=displayMode.getWidth();
        height=displayMode.getHeight();


          Circle=new circle(-(int)Math.round((double)height/7*2),-(int)Math.round((double)height/7*2),(int)Math.round((double)height/7*.85),this);
          Rectangle=new rectangle(-(int)Math.round((double)height/7*1.5),-(int)Math.round((double)height/7*1.5),(int)Math.round((double)height/7*1.5),(int)Math.round((double)height/7*1.5),this);
          Tile=Circle;
          Tile.move(mouseX-Tile.width/2, mouseY-Tile.height/2);
                  text=new textPane(0,0,width,height,this);

          everything.add(new circle((int)Math.round((double)width/100*75),(int)Math.round((double)height/100*15),(int)Math.round((double)width/100*10),this));
                  everything.add(new rectangle((int)Math.round((double)width/100*70),(int)Math.round((double)height/100*60),(int)Math.round((double)width/100*20),(int)Math.round((double)height/100*20),this));
                  //everything.add(new line(750,250,750,750,this));
                  /*everything.add(new line(width/700*419,height/700*68,width/700*495,height/700*345,this));
                  everything.add(new line(width/700*495,height/700*345,width/700*749,height/700*350,this));
                  everything.add(new line(width/700*749,height/700*350,width/700*549,height/700*519,this));
                  everything.add(new line(width/700*549,height/700*519,width/700*624,height/700*800,this));
                  everything.add(new line(width/700*624,height/700*800,width/700*419,height/700*638,this));
                  everything.add(new line(width/700*419,height/700*638,width/700*203,height/700*800,this));
                  everything.add(new line(width/700*203,height/700*800,width/700*279,height/700*519,this));
                  everything.add(new line(width/700*279,height/700*519,width/700*76,height/700*350,this));
                  everything.add(new line(width/700*76,height/700*350,width/700*333,height/700*345,this));
                  everything.add(new line(width/700*333,height/700*345,width/700*419,height/700*68,this));

                  everything.add(new line(width/950*419,height/700*68,width/950*624,height/700*800,this));
                  everything.add(new line(width/950*419,height/700*68,width/950*203,height/700*800,this));
                  everything.add(new line(width/950*76,height/700*350,width/950*624,height/700*800,this));
                  everything.add(new line(width/950*203,height/700*800,width/950*749,height/700*350,this));
                  everything.add(new rectangle(width/950*76,height/700*350,width/950*673,1,this));*/

                  everything.add(new line((int)Math.round((double)width/1350*419),(int)Math.round((double)height/1000*68),(int)Math.round((double)width/1350*624),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*419),(int)Math.round((double)height/1000*68),(int)Math.round((double)width/1350*203),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*76),(int)Math.round((double)height/1000*350),(int)Math.round((double)width/1350*624),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*203),(int)Math.round((double)height/1000*800),(int)Math.round((double)width/1350*749),(int)Math.round((double)height/1000*350),this));
                  everything.add(new rectangle((int)Math.round((double)width/1350*76),(int)Math.round((double)height/1000*350),(int)Math.round((double)width/1350*673),1,this));


        addKeyListener(this);
        addMouseMotionListener(this);
        addMouseListener(this);
    }

    public void keyReleased(KeyEvent e)
    {
        Object source=e.getSource();

        int released=e.getKeyCode();

        if (released==KeyEvent.VK_A){left=0;}
        if (released==KeyEvent.VK_W){up=0;}
        if (released==KeyEvent.VK_D){right=0;}
        if (released==KeyEvent.VK_S){down=0;}
    }//end keyReleased


    public void keyPressed(KeyEvent e)
    {
        Object source=e.getSource();

        int pressed=e.getKeyCode();

        if (pressed==KeyEvent.VK_A){left=1;}
        if (pressed==KeyEvent.VK_W){up=1;}
        if (pressed==KeyEvent.VK_D){right=1;}
        if (pressed==KeyEvent.VK_S){down=1;}

        if (pressed==KeyEvent.VK_PAUSE&&pressed==KeyEvent.VK_P)
        {
            //if (paused==0){paused=1;}
            //else paused=0;
        }
    }//end keyPressed

    public void keyTyped(KeyEvent e){}

//***********************************************************************************************

    public void mouseDragged(MouseEvent e)
    {
        mouseX=(e.getX());
        mouseY=(e.getY());

          //run();
    }

    public void mouseMoved(MouseEvent e)
    {
        mouseX=(e.getX());
        mouseY=(e.getY());

          //run();
    }

//***********************************************************************************************

    public void mousePressed(MouseEvent e)
    {
        if(e.getX()==0 && e.getY()==0){System.exit(0);}

    mouseX=(e.getX()+x);
        mouseY=(e.getY()+y);

        if(Tile instanceof circle)
        {
                Circle.move(0-Circle.width, 0-Circle.height);
                Circle.setBounds(Circle.x, Circle.y, Circle.width, Circle.height);
                Tile=Rectangle;
        }
        else
        {
                Rectangle.move(0-Rectangle.width, 0-Rectangle.height);
                Rectangle.setBounds(Rectangle.x, Rectangle.y, Rectangle.width, Rectangle.height);
                Tile=Circle;
        }

        Tile.move(mouseX-Tile.width/2, mouseY-Tile.height/2);
    }

    public void mouseReleased(MouseEvent e)
    {
         //run();
    }

    public void mouseEntered(MouseEvent e){}
    public void mouseExited(MouseEvent e){}

    public void mouseClicked(MouseEvent e){}

//***********************************************************************************************

    public void run()//run collision detection
    {
        while (this == this)
        {
            Tile.move(Tile.x + ((mouseX - (Tile.x + (Tile.width / 2))) / 10), Tile.y + ((mouseY - (Tile.y + (Tile.height / 2))) / 10));
            //Tile.move((mouseX - Tile.width / 2), mouseY - (Tile.height / 2));

            for (int i = 0; i < everything.size(); i++)
            {
                tile Temp = (tile) everything.get(i);

                if (Temp.x < (Tile.x + Tile.width) && (Temp.x + Temp.width) > Tile.x && Temp.y < (Tile.y + Tile.height) && (Temp.y + Temp.height) > Tile.y)//rectangles collided
                {
                    if (Temp instanceof rectangle)
                    {
                        if (Tile instanceof rectangle){rectangleRectangle(Temp);}
                        else {circleRectangle(Temp);}//Tile instanceof circle
                    }
                    else
                    {
                        if (Temp instanceof circle)
                        {
                            if (Tile instanceof rectangle) {rectangleCircle(Temp);}
                            else {circleCircle(Temp);}
                        }
                        else//line
                        {
                            if (Tile instanceof rectangle){rectangleLine(Temp);}
                            else{circleLine(Temp);}
                        }
                    }
                }//end if
            }//end for

            try {Thread.sleep(16L);}
            catch (Exception e) {}

            Tile.setBounds(Tile.x, Tile.y, Tile.width, Tile.height);
            //Rectangle.setBounds(x, y, width, height);
            //Circle.setBounds(x, y, width, height);
            repaint();

            text.out=" ";
        }//end while loop
    }//end run

//***************************************special collision detection/handling functions************************************************

    void rectangleRectangle(tile Temp)
    {
        int lapTop, lapBot, lapLeft, lapRight, small, scootX=0, scootY=0;

        lapTop=(Temp.y+Temp.height)-Tile.y;
        lapBot=(Tile.y+Tile.height)-Temp.y;
        lapLeft=(Temp.x+Temp.width)-Tile.x;
        lapRight=(Tile.x+Tile.width)-Temp.x;

        small=999999999;

        if (lapTop<small){small=lapTop; scootX=0; scootY=lapTop;}
        if (lapBot<small){small=lapBot; scootX=0; scootY=lapBot*-1;}
                if (lapLeft<small){small=lapLeft; scootX=lapLeft; scootY=0;}
                if (lapRight<small){small=lapRight; scootX=lapRight*-1; scootY=0;}

        Tile.move(Tile.x+scootX, Tile.y+scootY);text.out="collision detected!";
    }



    void circleRectangle(tile Temp)
    {
        if((Tile.x+Tile.width/2<=Temp.x+Temp.width && Tile.x+Tile.width/2>=Temp.x)||(Tile.y+Tile.height/2>=Temp.y && Tile.y+Tile.height/2<=Temp.y+Temp.height))
        {
            rectangleRectangle(Temp);
        }
        else//push from nearest corner
        {
            int x,y;
            if(Tile.x+Tile.width/2>Temp.x+Temp.width && Tile.y+Tile.height/2<Temp.y){x=Temp.x+Temp.width; y=Temp.y;}
            else if(Tile.x+Tile.width/2<Temp.x && Tile.y+Tile.height/2<Temp.y){x=Temp.x; y=Temp.y;}
            else if(Tile.x+Tile.width/2>Temp.x+Temp.width && Tile.y+Tile.height/2>Temp.y+Temp.height){x=Temp.x+Temp.width; y=Temp.y+Temp.height;}
            else {x=Temp.x; y=Temp.y+Temp.height;}

            double distance = Math.sqrt(Math.pow(Tile.x+(Tile.width/2) - x, 2) + Math.pow(Tile.y+(Tile.height/2) - y, 2));

            if((int)Math.round(distance)<Tile.height/2)
            {
                             double normY = ((Tile.y+(Tile.height/2) - y) / distance);
                             double normX = ((Tile.x+(Tile.width/2) - x) / distance);

                            Tile.move(x-Tile.width/2+(int)Math.round(normX*((Tile.width/2))) , y-Tile.height/2+(int)Math.round(normY*((Tile.height/2))));text.out="collision detected!";
            }
        }
    }



    void rectangleCircle(tile Temp)
    {
        if((Temp.x+Temp.width/2<=Tile.x+Tile.width && Temp.x+Temp.width/2>=Tile.x)||(Temp.y+Temp.height/2>=Tile.y && Temp.y+Temp.height/2<=Tile.y+Tile.height))
        {
            rectangleRectangle(Temp);
        }
        else//push from nearest corner
        {
            int x,y;
            if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2<Tile.y){x=Tile.x+Tile.width; y=Tile.y;}
            else if(Temp.x+Temp.width/2<Tile.x && Temp.y+Temp.height/2<Tile.y){x=Tile.x; y=Tile.y;}
            else if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2>Tile.y+Tile.height){x=Tile.x+Tile.width; y=Tile.y+Tile.height;}
            else {x=Tile.x; y=Tile.y+Tile.height;}

            double distance = Math.sqrt(Math.pow(Temp.x+(Temp.width/2) - x, 2) + Math.pow(Temp.y+(Temp.height/2) - y, 2));

            if((int)Math.round(distance)<Temp.height/2)
            {
             double normY = ((Temp.y+(Temp.height/2) - y) / distance);
             double normX = ((Temp.x+(Temp.width/2) - x) / distance);

             if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2<Tile.y){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2)))-Tile.width,(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2))));text.out="collision detected!";}
                else if(Temp.x+Temp.width/2<Tile.x && Temp.y+Temp.height/2<Tile.y){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2))),(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2))));text.out="collision detected!";}
                else if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2>Tile.y+Tile.height){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2)))-Tile.width,(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2)))-Tile.height);text.out="collision detected!";}
                else {Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2))),(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2)))-Tile.height);text.out="collision detected!";}
            }
        }
    }




    void circleCircle(tile Temp)
    {
        double distance = Math.sqrt(Math.pow((Tile.x+(Tile.width/2)) - (Temp.x+(Temp.width/2)),2) + Math.pow((Tile.y+(Tile.height/2)) - (Temp.y+(Temp.height/2)), 2));

        if((int)distance<(Tile.width/2+Temp.width/2))
        {
                        double normX = ((Tile.x+(Tile.width/2)) - (Temp.x+(Temp.width/2))) / distance;
                        double normY = ((Tile.y+(Tile.height/2)) - (Temp.y+(Temp.height/2))) / distance;

            Tile.move((Temp.x+(Temp.width/2))+(int)Math.round(normX*(Tile.width/2+Temp.width/2))-(Tile.width/2) , (Temp.y+(Temp.height/2))+(int)Math.round(normY*(Tile.height/2+Temp.height/2))-(Tile.height/2));text.out="collision detected!";
        }
    }



    void circleLine(tile Temp)
    {
            line Line=(line)Temp;

            if (Line.x1 < (Tile.x + Tile.width) && (Line.x1) > Tile.x && Line.y1 < (Tile.y + Tile.height) && Line.y1 > Tile.y)//circle may be hitting one of the end points
            {
                rectangle rec=new rectangle(Line.x1, Line.y1, 1, 1, this);
                circleRectangle(rec);
                remove(rec);
            }

            if (Line.x2 < (Tile.x + Tile.width) && (Line.x2) > Tile.x && Line.y2 < (Tile.y + Tile.height) && Line.y2 > Tile.y)//circle may be hitting one of the end points
            {
                rectangle rec=new rectangle(Line.x2, Line.y2, 1, 1, this);
                circleRectangle(rec);
                remove(rec);
            }


            int x1=0, y1=0, x2=Tile.x+(Tile.width/2), y2=Tile.y+(Tile.height/2);

            x1=Tile.x+(Tile.width/2)-Line.height;//(int)Math.round(Line.xNorm*1000);
            x2=Tile.x+(Tile.width/2)+Line.height;
            if(Line.posSlope)
            {
                y1=Tile.y+(Tile.height/2)-Line.width;
                y2=Tile.y+(Tile.height/2)+Line.width;
            }
            else
            {
                y1=Tile.y+(Tile.height/2)+Line.width;
                y2=Tile.y+(Tile.height/2)-Line.width;
            }

            Point point=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

            if (point.x < (Line.x + Line.width) && point.x > Line.x && point.y < (Line.y + Line.height) && point.y > Line.y)//line intersects within line segment
            {
                //if(point!=null){System.out.println(point.x+","+point.y);}
                double distance = Math.sqrt(Math.pow((Tile.x+(Tile.width/2)) - point.x,2) + Math.pow((Tile.y+(Tile.width/2)) - point.y, 2));

                if((int)distance<Tile.width/2)
                {
                    //System.out.println("hit");
                    double normX = ((Tile.x+(Tile.width/2)) - point.x) / distance;
                    double normY = ((Tile.y+(Tile.height/2)) - point.y) / distance;

                    Tile.move((point.x)+(int)Math.round(normX*(Tile.width/2))-(Tile.width/2) , (point.y)+(int)Math.round(normY*(Tile.height/2))-(Tile.height/2));text.out="collision detected!";
                    //System.out.println(point.x+","+point.y);
                }
            }

            //new bullet(this, (int)Math.round(tryX), (int)Math.round(tryY));
    }

        void rectangleLine(tile Temp)
    {
            line Line=(line)Temp;
            if(new Line2D.Double(Line.x1,Line.y1,Line.x2,Line.y2).intersects(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height)))
            {
                if (Line.x1 < (Tile.x + Tile.width) && (Line.x1) > Tile.x && Line.y1 < (Tile.y + Tile.height) && Line.y1 > Tile.y)//circle may be hitting one of the end points
                {
                    rectangle rec=new rectangle(Line.x1, Line.y1, 1, 1, this);
                    rectangleRectangle(rec);
                    remove(rec);
                }

                if (Line.x2 < (Tile.x + Tile.width) && (Line.x2) > Tile.x && Line.y2 < (Tile.y + Tile.height) && Line.y2 > Tile.y)//circle may be hitting one of the end points
                {
                    rectangle rec=new rectangle(Line.x2, Line.y2, 1, 1, this);
                    rectangleRectangle(rec);
                    remove(rec);
                }

                if(Line.posSlope)//positive sloped line
                {
                    //first we'll do the top left corner
                    int x1=Tile.x-Line.height;
                    int x2=Tile.x+Line.height;
                    int y1=Tile.y-Line.width;
                    int y2=Tile.y+Line.width;
                    Point topPoint=new Point(-99,-99), botPoint=new Point(-99,-99);
                    double topDistance=0, botDistance=0;

                    topPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    topDistance = Math.sqrt(Math.pow(Tile.x - topPoint.x,2) + Math.pow(Tile.y - topPoint.y, 2));

                    //new let's do the bottom right corner
                    x1=Tile.x+Tile.width-Line.height;
                    x2=Tile.x+Tile.width+Line.height;
                    y1=Tile.y+Tile.height-Line.width;
                    y2=Tile.y+Tile.height+Line.width;

                    botPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    botDistance = Math.sqrt(Math.pow((Tile.x+Tile.width) - botPoint.x,2) + Math.pow((Tile.y+Tile.height) - botPoint.y, 2));


                    if(topDistance<botDistance)
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(topPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(topPoint))
                        {
                            Tile.move(topPoint.x,topPoint.y);text.out="collision detected!";
                        }
                    }
                    else
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(botPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(botPoint))
                        {
                            Tile.move(botPoint.x-Tile.width,botPoint.y-Tile.height);text.out="collision detected!";
                        }
                    }
                }
                else//negative sloped lne
                {
                    //first we'll do the top right corner
                    int x1=Tile.x+Tile.width-Line.height;
                    int x2=Tile.x+Tile.width+Line.height;
                    int y1=Tile.y+Line.width;
                    int y2=Tile.y-Line.width;
                    Point topPoint=new Point(-99,-99), botPoint=new Point(-99,-99);
                    double topDistance=0, botDistance=0;

                    topPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    topDistance = Math.sqrt(Math.pow(Tile.x + Tile.width - topPoint.x,2) + Math.pow(Tile.y - topPoint.y, 2));

                    //new let's do the bottom left corner
                    x1=Tile.x-Line.height;
                    x2=Tile.x+Line.height;
                    y1=Tile.y+Tile.height+Line.width;
                    y2=Tile.y+Tile.height-Line.width;

                    botPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    botDistance = Math.sqrt(Math.pow(Tile.x - botPoint.x,2) + Math.pow((Tile.y+Tile.height) - botPoint.y, 2));


                    if(topDistance<botDistance)
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(topPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(topPoint))
                        {
                            Tile.move(topPoint.x-Tile.width,topPoint.y);text.out="collision detected!";
                        }
                    }
                    else
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(botPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(botPoint))
                        {
                            Tile.move(botPoint.x,botPoint.y-Tile.height);text.out="collision detected!";
                        }
                    }
                }
            }
    }

       public Point intersection(double x1, double y1, double x2, double y2,double x3, double y3, double x4, double y4)//I didn't write this. got it from http://www.ahristov.com/tutorial/geometry-games/intersection-lines.html (I altered it)
       {
            double d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);

            double xi = ((x3 - x4) * (x1 * y2 - y1 * x2) - (x1 - x2) * (x3 * y4 - y3 * x4)) / d;
            double yi = ((y3 - y4) * (x1 * y2 - y1 * x2) - (y1 - y2) * (x3 * y4 - y3 * x4)) / d;

            int x=(int)Math.round(xi);
            int y=(int)Math.round(yi);

            return new Point(x, y);
        }

//***************************************************************************************

    public static void main(String[] args)
    {
        final collision Collision=new collision();
          Collision.run();
    }//end main
}//end class
多情癖 2024-07-16 03:12:44

由于 Java 没有相交函数(真的!?),您可以通过简单地比较每个可能发生碰撞的对象的边界框(矩形)的 X 和 Y、宽度和高度值来进行碰撞检测。

所以...在每个碰撞对象的基础对象中...即,如果你的玩家和敌人有一个共同的基础,你可以放置一个简单的矩形对象,称为 BoundingBox 之类的东西。 如果公共基础是内置的 Java 类,那么您需要创建一个扩展内置类的类,并让玩家和敌人对象扩展您的新类或者是该类的实例。

在创建时(以及每次勾选或更新),您需要为玩家和敌人设置 BoundingBox 参数。 我面前没有 Rectangle 类,但它很可能是 X、Y、宽度和高度之类的东西。 X 和 Y 是游戏世界中的对象位置。 我认为宽度和高度是不言自明的。 它们很可能会从玩家位置的右侧出现,因此,如果 X 和 Y 均为 0,并且宽度和高度均为 256,那么您将看不到任何内容,因为角色位于左上角屏幕之外。

无论如何......要检测碰撞,您需要比较玩家和敌人边界框的属性。 像这样的事情......

 if( Player.BoundingBox.X = Enemy.BoundingBox.X && If( Player.BoundingBox.Y = Enemy.BoundingBox.Y )
 {
      //Oh noes!  The enemy and player are on top of eachother.
 }

逻辑可能会变得有点复杂,但您需要比较每个 BoundingBox 之间的距离并比较位置。

Since Java doesn't have an intersect function (really!?) you can do collision detection by simply comparying the X and Y, Width and Height values of the bounding boxes (rectangle) for each of the objects that could potentially collide.

So... in the base object of each colliding object... i.e. if your player and enemy have a common base you can put a simple Rectangle object called something like BoundingBox. If the common base is a built in Java class then you'll need to create a class that extends the build in class and have the player and enemy objects extend your new class or are instances of that class.

At creation (and each tick or update) you'll need to set the BoundingBox paremeters for both your player and enemy. I don't have the Rectangle class infront of me but its most likely something like X, Y, Width and finally Height. X and Y are that objects location in your game world. The width and height are self explanatory I think. They'll most likely come out from the right of the players location though so, if the X and Y were bothe at 0 and your Width and Height were both at 256 you wouldn't see anything because the character would be at the top left outside of the screen.

Anyways... to detect a collision, you'll want to compare the attributes of the player and enemy BoundingBoxes. So something like this...

 if( Player.BoundingBox.X = Enemy.BoundingBox.X && If( Player.BoundingBox.Y = Enemy.BoundingBox.Y )
 {
      //Oh noes!  The enemy and player are on top of eachother.
 }

The logic can get sort of complicated but you'll need to compare the distances between each BoundingBox and compare locations.

梦旅人picnic 2024-07-16 03:12:44

这是一个使用大量碰撞的开源游戏,非常有用:http://robocode.sourceforge.net/

您可以查看代码并补充此处写的答案。

Here's a useful of an open source game that uses a lot of collisions: http://robocode.sourceforge.net/

You may take a look at the code and complement with the answers written here.

失退 2024-07-16 03:12:44

有问题吗:

Rectangle box1 = new Rectangle(100,100,100,100);
Rectangle box2 = new Rectangle(200,200,100,100);

// what this means is if any pixel in box2 enters (hits) box1
if (box1.contains(box2)) 
{
     // collision occurred
}

// your code for moving the boxes 

这也可以应用于圆圈:

Ellipse2D.Double ball1 = new Ellipse2D.Double(100,100,200,200);
Ellipse2D.Double ball2 = new Ellipse2D.Double(400,100,200,200);

// what this means is if any pixel on the circumference in ball2 touches (hits)
// ball1
    if (ball1.contains(ball2)) 
    {
         // collision occurred
    }

    // your code for moving the balls

要检查您是否已经到达屏幕边缘,您可以使用以下命令:

Rectangle screenBounds = jpanel.getBounds();
Ellipse2D.Double ball = new Ellipse2D.Double(100,100,200,200);  // diameter 200
Rectangle ballBounds = ball.getBounds();

if (!screenBounds.contains(ballBounds))
{
// the ball touched the edge of the screen
}

is there a problem with:

Rectangle box1 = new Rectangle(100,100,100,100);
Rectangle box2 = new Rectangle(200,200,100,100);

// what this means is if any pixel in box2 enters (hits) box1
if (box1.contains(box2)) 
{
     // collision occurred
}

// your code for moving the boxes 

this can also be applied to circles:

Ellipse2D.Double ball1 = new Ellipse2D.Double(100,100,200,200);
Ellipse2D.Double ball2 = new Ellipse2D.Double(400,100,200,200);

// what this means is if any pixel on the circumference in ball2 touches (hits)
// ball1
    if (ball1.contains(ball2)) 
    {
         // collision occurred
    }

    // your code for moving the balls

to check whether youve hit the edge of a screen you could use the following:

Rectangle screenBounds = jpanel.getBounds();
Ellipse2D.Double ball = new Ellipse2D.Double(100,100,200,200);  // diameter 200
Rectangle ballBounds = ball.getBounds();

if (!screenBounds.contains(ballBounds))
{
// the ball touched the edge of the screen
}
夏九 2024-07-16 03:12:44

使用矩形包围每个玩家和敌人,矩形的高度和宽度应与您包围的物体相对应,想象它位于一个仅足以容纳它的盒子中。

现在,您像移动对象一样移动这些矩形,因此它们有一个“边界框”,

我不确定Java是否有这个,但它可能在矩形对象上有一个名为 .intersects() 的方法,所以您' d 执行 if(rectangle1.intersectS(rectangle2) 来检查一个对象是否与另一个对象发生碰撞。

否则,您可以获得框的 x 和 y 坐标,并使用它们的高度/宽度检测它们是否相交不管怎样

,你可以用它来在交叉点上执行一个事件(使一个爆炸,或其他什么)或阻止绘制运动(恢复到以前的坐标)

编辑:这里我们使用

布尔值

相交(矩形r)
确定此 Rectangle 是否与指定的
矩形相交。

所以我会这样做(并且不要粘贴这段代码,它很可能不起作用,很长一段时间没有完成java,而且当我使用它时我没有做图形。)

Rectangle rect1 = new Rectangle(player.x, player.y, player.width, player.height);

Rectangle rect2 = new Rectangle(enemy.x, enemy.y, enemy.width, enemy.height);

//detects when the two rectangles hit
if(rect1.intersects(rect2))
{

System.out.println("game over, g");
}

显然你需要适应它在某处。

Use a rectangle to surround each player and enemy, the height and width of the rectangles should correspond to the object you're surrounding, imagine it being in a box only big enough to fit it.

Now, you move these rectangles the same as you do the objects, so they have a 'bounding box'

I'm not sure if Java has this, but it might have a method on the rectangle object called .intersects() so you'd do if(rectangle1.intersectS(rectangle2) to check to see if an object has collided with another.

Otherwise you can get the x and y co-ordinates of the boxes and using the height/width of them detect whether they've intersected yourself.

Anyway, you can use that to either do an event on intersection (make one explode, or whatever) or prevent the movement from being drawn. (revert to previous co-ordinates)

edit: here we go

boolean

intersects(Rectangle r)
Determines whether or not this Rectangle and the specified
Rectangle intersect.

So I would do (and don't paste this code, it most likely won't work, not done java for a long time and I didn't do graphics when I did use it.)

Rectangle rect1 = new Rectangle(player.x, player.y, player.width, player.height);

Rectangle rect2 = new Rectangle(enemy.x, enemy.y, enemy.width, enemy.height);

//detects when the two rectangles hit
if(rect1.intersects(rect2))
{

System.out.println("game over, g");
}

obviously you'd need to fit that in somewhere.

我爱人 2024-07-16 03:12:44

无需使用矩形...不断比较 2 个玩家的坐标。

喜欢
if(x1===x&&y1==y)
记住在比较时增加x的范围。

如果你的矩形宽度为30,则视为if (x1>x&&x2>x+30)..同样y

No need to use rectangles ... compare the coordinates of 2 players constantly.

like
if(x1===x&&y1==y)
remember to increase the range of x when ur comparing.

if ur rectangle width is 30 take as if (x1>x&&x2>x+30)..likewise y

缪败 2024-07-16 03:12:44

首先创建类Player和Entity

public class Entity {

    int x, y, width, height;

    public Entity(int x, int y, int width, int height) {
        this.x=x;
        this.y=y;
        this.width=width;
        this.height=height;
    }
}

public class Player {

    int x, y, width, height;

    public Player(int x, int y, int width, int height) {
        this.x=x;
        this.y=y;
        this.width=width;
        this.height=height;
    }
}

接下来将这些类添加到Main类中,并添加方法:

public static boolean collision (Player player, Entity entity) {
    return player.x+player.width>=entity.x&&player.x<=entity.x+entity.width&&player.y<=entity.y+entity.height&&player.y+player.height>=entity.y;
}

Main类:

import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class Main extends JFrame implements ActionListener{
    public static void main(String[] args) {
        new Main();
    }
    Player player = new Player(100,100,50,50);
    Entity entity = new Entity(75,75,50,50);
    Timer timer = new Timer(16,this);
    public Main(){
        setSize(500,500);
        setVisible(true);

        timer.start();
    }
    public void actionPerformed(ActionEvent e) {
        repaint();
        if (collision(player,entity)){
             //collision action
        }
    }
    public void paint (Graphics g) {
        super.paint(g);
        g.drawImage(playerImage,player.x,player.y,player.width,player.height,null);
        g.drawImage(entityImage,entity.x,entity.y,entity.width,entity.height,null);
    }
    public static boolean collision (Player player, Entity entity) {
        return player.x+player.width>=entity.x&&player.x<=entity.x+entity.width&&player.y<=entity.y+entity.height&&player.y+player.height>=entity.y;
    }
}

First create classes Player and Entity

public class Entity {

    int x, y, width, height;

    public Entity(int x, int y, int width, int height) {
        this.x=x;
        this.y=y;
        this.width=width;
        this.height=height;
    }
}

public class Player {

    int x, y, width, height;

    public Player(int x, int y, int width, int height) {
        this.x=x;
        this.y=y;
        this.width=width;
        this.height=height;
    }
}

Next add this classes to Main class, and add method:

public static boolean collision (Player player, Entity entity) {
    return player.x+player.width>=entity.x&&player.x<=entity.x+entity.width&&player.y<=entity.y+entity.height&&player.y+player.height>=entity.y;
}

Main class:

import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class Main extends JFrame implements ActionListener{
    public static void main(String[] args) {
        new Main();
    }
    Player player = new Player(100,100,50,50);
    Entity entity = new Entity(75,75,50,50);
    Timer timer = new Timer(16,this);
    public Main(){
        setSize(500,500);
        setVisible(true);

        timer.start();
    }
    public void actionPerformed(ActionEvent e) {
        repaint();
        if (collision(player,entity)){
             //collision action
        }
    }
    public void paint (Graphics g) {
        super.paint(g);
        g.drawImage(playerImage,player.x,player.y,player.width,player.height,null);
        g.drawImage(entityImage,entity.x,entity.y,entity.width,entity.height,null);
    }
    public static boolean collision (Player player, Entity entity) {
        return player.x+player.width>=entity.x&&player.x<=entity.x+entity.width&&player.y<=entity.y+entity.height&&player.y+player.height>=entity.y;
    }
}
小苏打饼 2024-07-16 03:12:44

我重新编写了自己的框架,这次碰撞非常重要。 我想我把它做得很简单。 它适用于比例和 BufferedImage 方法 getRGB(x,y)。

public boolean collidesWith(Sprite object) {

    if (new Rectangle(x,y,(int)(width*getScale()),(int)(height*getScale()))
            .intersects(new Rectangle(object.x,object.y,(int)(object.width * object.getScale()),
                    (int)(object.height * object.getScale())))){

        //making the first mask to compare that one with the other one
        long[][][] maskThis = new long[(int)(width * getScale())][(int)(height*getScale())][3];

        for (int widthThis = 0; widthThis < this.width * getScale(); widthThis++){
            for (int heightThis = 0; heightThis < this.height * getScale(); heightThis++){

                maskThis[widthThis][heightThis][0] =
                        image.getRGB((int)(widthThis/this.getScale()),(int)(heightThis/this.getScale()));
                maskThis[widthThis][heightThis][1] = widthThis+1+x;
                maskThis[widthThis][heightThis][2] = heightThis+1+y;
            }
        }


        //making the second mask to compare that one with the other one
        long[][][] maskObject = new long[(int)(object.width* object.getScale())][(int)(object.height* object.getScale())][3];

        for (int widthThis = 0; widthThis < object.width * object.getScale(); widthThis++){
            for (int heightThis = 0; heightThis < object.height * object.getScale(); heightThis++){

                maskObject[widthThis][heightThis][0] =
                        object.getImage().getRGB((int)(widthThis/object.getScale()),(int)(heightThis/object.getScale()));
                maskObject[widthThis][heightThis][1] = widthThis+1+ object.x;
                maskObject[widthThis][heightThis][2] = heightThis+1 + object.y;
            }
        }

        //the final answer
        for (int thatWidth = 0; thatWidth < this.width * getScale(); thatWidth++) {
            for (int thatHeight = 0; thatHeight < this.height * getScale(); thatHeight++) {

                if (maskThis[thatWidth][thatHeight][0] != 0) {
                    for (int objectThatWidth = 0; objectThatWidth < object.width * object.getScale(); objectThatWidth++){
                        for (int objectThatHeight = 0; objectThatHeight < object.height * object.getScale(); objectThatHeight++) {
                            if (maskObject[objectThatWidth][objectThatHeight][1] == maskThis[thatWidth][thatHeight][1]
                                    && maskObject[objectThatWidth][objectThatHeight][2] == maskThis[thatWidth][thatHeight][2]
                                    && maskObject[objectThatWidth][objectThatHeight][0] != 0
                            ){
                                return true;
                            }
                        }
                    }
                }
            }
        }
        return false;
    }

    return false;
}

I reasently coded my own framework and this collision was very important. I think i made it very simple. It works with scale and the BufferedImage Method getRGB(x,y).

public boolean collidesWith(Sprite object) {

    if (new Rectangle(x,y,(int)(width*getScale()),(int)(height*getScale()))
            .intersects(new Rectangle(object.x,object.y,(int)(object.width * object.getScale()),
                    (int)(object.height * object.getScale())))){

        //making the first mask to compare that one with the other one
        long[][][] maskThis = new long[(int)(width * getScale())][(int)(height*getScale())][3];

        for (int widthThis = 0; widthThis < this.width * getScale(); widthThis++){
            for (int heightThis = 0; heightThis < this.height * getScale(); heightThis++){

                maskThis[widthThis][heightThis][0] =
                        image.getRGB((int)(widthThis/this.getScale()),(int)(heightThis/this.getScale()));
                maskThis[widthThis][heightThis][1] = widthThis+1+x;
                maskThis[widthThis][heightThis][2] = heightThis+1+y;
            }
        }


        //making the second mask to compare that one with the other one
        long[][][] maskObject = new long[(int)(object.width* object.getScale())][(int)(object.height* object.getScale())][3];

        for (int widthThis = 0; widthThis < object.width * object.getScale(); widthThis++){
            for (int heightThis = 0; heightThis < object.height * object.getScale(); heightThis++){

                maskObject[widthThis][heightThis][0] =
                        object.getImage().getRGB((int)(widthThis/object.getScale()),(int)(heightThis/object.getScale()));
                maskObject[widthThis][heightThis][1] = widthThis+1+ object.x;
                maskObject[widthThis][heightThis][2] = heightThis+1 + object.y;
            }
        }

        //the final answer
        for (int thatWidth = 0; thatWidth < this.width * getScale(); thatWidth++) {
            for (int thatHeight = 0; thatHeight < this.height * getScale(); thatHeight++) {

                if (maskThis[thatWidth][thatHeight][0] != 0) {
                    for (int objectThatWidth = 0; objectThatWidth < object.width * object.getScale(); objectThatWidth++){
                        for (int objectThatHeight = 0; objectThatHeight < object.height * object.getScale(); objectThatHeight++) {
                            if (maskObject[objectThatWidth][objectThatHeight][1] == maskThis[thatWidth][thatHeight][1]
                                    && maskObject[objectThatWidth][objectThatHeight][2] == maskThis[thatWidth][thatHeight][2]
                                    && maskObject[objectThatWidth][objectThatHeight][0] != 0
                            ){
                                return true;
                            }
                        }
                    }
                }
            }
        }
        return false;
    }

    return false;
}
绮筵 2024-07-16 03:12:44

这是用于两个或多个 ImageView 碰撞的 Java 代码,而不是矩形或其他,请使用 ImageViews 代替。

1.此碰撞代码适用于任何视图或布局中的任何地方。

2.添加定时器重复执行并重复检测碰撞。

3.它仅适用于视图和布局。

if ((getLocationX(_v1) > (getLocationX(_v2) - ((_w2*3) + 40))) && (getLocationX(_v1) < (getLocationX(_v2) + ((_w2*3) +40)))){

if ((getLocationY(_v1) > (getLocationY(_v2) - ((_h2*3) + 40))) && (getLocationY(_v1) < (getLocationY(_v2) + ((_h2*3) +40)))){

 showMessage("Collided");

}

}

It's Java code for collision of two or more ImageViews not rectangles or other,use ImageViews Instead.

1.This code of Collision works every where in any views or layouts.

2.Add a timer to repeat it and to detect collision repeatedly.

3.It only works with views and layout.

if ((getLocationX(_v1) > (getLocationX(_v2) - ((_w2*3) + 40))) && (getLocationX(_v1) < (getLocationX(_v2) + ((_w2*3) +40)))){

if ((getLocationY(_v1) > (getLocationY(_v2) - ((_h2*3) + 40))) && (getLocationY(_v1) < (getLocationY(_v2) + ((_h2*3) +40)))){

 showMessage("Collided");

}

}
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