任何人都可以帮助我的平台游戏进行碰撞检测吗? (动作脚本3.0)

发布于 2024-08-08 22:27:15 字数 4712 浏览 2 评论 0原文

我目前正在制作一个 Flash 平台游戏引擎......但我的碰撞检测需要一些认真的帮助。每当我的角色“跳跃”并落在碰撞对象上时,他会在瞬间移动到碰撞对象的一半,然后回到顶部(我希望他所在的位置)。如果我继续跳跃多次,那么一瞬间出现的他的影子(如果你愿意的话)会越来越深入碰撞对象,最终让他一路坠落。这是我的主类的代码,如果您需要我澄清任何内容,请询问。

package {


import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.display.Stage;
import Player;
import HitObject;

public class TestGame extends MovieClip {

    private var _hitObject:HitObject; 
    private var _player:Player;
    private var _leftArrow:Boolean;
    private var _rightArrow:Boolean;
    private var _upArrow:Boolean;
    private var _hit:Boolean;
    private var _fall:Boolean;
    private var _jump:Boolean = true;
    private var _velR:Number = 0;
    private var _velL:Number = 0;
    private var _scale:Number = .1;
    private var _jumpCount:Number = 0;
    private var _i:Number = .5;
    private var _i2:Number = 7;
    private var _i3:Number = 0;
    private var _adjustHit:Number;
    private var _jumpRL:Number;
    private var _jumpVel:Number;

    public function TestGame() {
        _hitObject = new HitObject();
        _player = new Player();
        addChild(_hitObject);
        addChild(_player);
        _hitObject.x = (stage.width * 0.5) + 50;
        _hitObject.y = (stage.height * 0.5) + 150;
        _hitObject.scaleY = 3;
        _hitObject.alpha = .5;
        _player.scaleX = _scale;
        _player.scaleY = _scale;
        _player.x += 200;
        _player.y += 250;
        stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
        stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
        stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
    }

    private function enterFrameHandler(e:Event) {
        if(_player.hitTestObject(_hitObject)) {
            _adjustHit = _hitObject.y - _hitObject.height/2 - _player.height/2;
            _player.y = _adjustHit;
            _hit = true;
            _jump = false;
            if(_i3 > 8) {
            _jump = true;
            }
            _jumpCount = 0;
            _i2 = 7;
            _fall = false;
            _i3++;
        }

        else if(!_player.hitTestObject(_hitObject) && !_upArrow) {
            _fall = true;
        }


        if(_fall) {
            _player.y += _i;
            _i += .5;
            if(_i < 3) {
                _i = 3;
            }
            _hit = false;
        }
        if(_upArrow && _hit && _jump) {
            if(_velR > 0) {
                _jumpRL = _velR;
                _jumpVel = _velR;
            }
            else if(_velL > 0) {
                _jumpRL = -_velL;
                _jumpVel = _velL;
            }
            else {
                _jumpVel = 1;
                if(_player.scaleX == .1) {
                    _jumpRL = 1;
                }
                else {
                    _jumpRL = -1;
                }
            }

            _player.y -= _i2 + _jumpVel/2;
            _player.x += _jumpRL/2;
            _jumpCount += _i2;
            _i2 -= .5;
            _fall = false;
            if(_i2 < -3) {
              _jumpCount = 61;
            }
            if(_jumpCount > 60) {
                _i2 = 7;
                _jump = false;
                _fall = true;
                _jumpCount = 0;
            }
            _i3 = 0;
        }
        if(_rightArrow) {
            _player.startRun();
            _player.scaleX = _scale;
            _velL = 0;
            _player.x += _velR;
            if(_velR < 20) {
                _velR += 2;
            }
            if(_velR > 20) {
                _velR = 20;
            }  
        }

        else if(_leftArrow) {
            _player.startRun();
            _player.scaleX = -_scale;
            _velR = 0;
            _player.x -= _velL;
            if(_velL < 20) {
                _velL += 2;
            }
            if(_velL > 20) {
                _velL = 20;
            }  
        }

        if(_velR > 0) {
        _player.x += _velR;
        _velR -= .7;
        }
        else if(_velL > 0) {
        _player.x -= _velL;
        _velL -= .7;
        }
        if(_velR < 0 || _velL < 0) {
            _velR = 0;
            _velL = 0;
        }
    }

    private function keyDownHandler(e:KeyboardEvent):void {
        if(e.keyCode == 39) {
        _rightArrow = true;
        }
        if(e.keyCode == 37) {
        _leftArrow = true;
        }
        if(e.keyCode == 38) {
        _upArrow = true;
        }
    }
    private function keyUpHandler(e:KeyboardEvent):void {
        _upArrow = false;
        _rightArrow = false;
        _leftArrow = false;
    }
}

}

Im currently working on making a flash platformer engine...but my collision detect needs some serious help. Whenever my character 'jumps', and lands on the collision object, he goes about halfway through it for a split second, then goes back to the top (where I want him to be). If I continue to jump multiple times, the shadow of him, if you will, that appears for a split second goes further and further into the collision object, eventually making him fall all the way through it. Here's the code for my main class, and if you need me to clarify anything, please ask.

package {


import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.display.Stage;
import Player;
import HitObject;

public class TestGame extends MovieClip {

    private var _hitObject:HitObject; 
    private var _player:Player;
    private var _leftArrow:Boolean;
    private var _rightArrow:Boolean;
    private var _upArrow:Boolean;
    private var _hit:Boolean;
    private var _fall:Boolean;
    private var _jump:Boolean = true;
    private var _velR:Number = 0;
    private var _velL:Number = 0;
    private var _scale:Number = .1;
    private var _jumpCount:Number = 0;
    private var _i:Number = .5;
    private var _i2:Number = 7;
    private var _i3:Number = 0;
    private var _adjustHit:Number;
    private var _jumpRL:Number;
    private var _jumpVel:Number;

    public function TestGame() {
        _hitObject = new HitObject();
        _player = new Player();
        addChild(_hitObject);
        addChild(_player);
        _hitObject.x = (stage.width * 0.5) + 50;
        _hitObject.y = (stage.height * 0.5) + 150;
        _hitObject.scaleY = 3;
        _hitObject.alpha = .5;
        _player.scaleX = _scale;
        _player.scaleY = _scale;
        _player.x += 200;
        _player.y += 250;
        stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
        stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
        stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
    }

    private function enterFrameHandler(e:Event) {
        if(_player.hitTestObject(_hitObject)) {
            _adjustHit = _hitObject.y - _hitObject.height/2 - _player.height/2;
            _player.y = _adjustHit;
            _hit = true;
            _jump = false;
            if(_i3 > 8) {
            _jump = true;
            }
            _jumpCount = 0;
            _i2 = 7;
            _fall = false;
            _i3++;
        }

        else if(!_player.hitTestObject(_hitObject) && !_upArrow) {
            _fall = true;
        }


        if(_fall) {
            _player.y += _i;
            _i += .5;
            if(_i < 3) {
                _i = 3;
            }
            _hit = false;
        }
        if(_upArrow && _hit && _jump) {
            if(_velR > 0) {
                _jumpRL = _velR;
                _jumpVel = _velR;
            }
            else if(_velL > 0) {
                _jumpRL = -_velL;
                _jumpVel = _velL;
            }
            else {
                _jumpVel = 1;
                if(_player.scaleX == .1) {
                    _jumpRL = 1;
                }
                else {
                    _jumpRL = -1;
                }
            }

            _player.y -= _i2 + _jumpVel/2;
            _player.x += _jumpRL/2;
            _jumpCount += _i2;
            _i2 -= .5;
            _fall = false;
            if(_i2 < -3) {
              _jumpCount = 61;
            }
            if(_jumpCount > 60) {
                _i2 = 7;
                _jump = false;
                _fall = true;
                _jumpCount = 0;
            }
            _i3 = 0;
        }
        if(_rightArrow) {
            _player.startRun();
            _player.scaleX = _scale;
            _velL = 0;
            _player.x += _velR;
            if(_velR < 20) {
                _velR += 2;
            }
            if(_velR > 20) {
                _velR = 20;
            }  
        }

        else if(_leftArrow) {
            _player.startRun();
            _player.scaleX = -_scale;
            _velR = 0;
            _player.x -= _velL;
            if(_velL < 20) {
                _velL += 2;
            }
            if(_velL > 20) {
                _velL = 20;
            }  
        }

        if(_velR > 0) {
        _player.x += _velR;
        _velR -= .7;
        }
        else if(_velL > 0) {
        _player.x -= _velL;
        _velL -= .7;
        }
        if(_velR < 0 || _velL < 0) {
            _velR = 0;
            _velL = 0;
        }
    }

    private function keyDownHandler(e:KeyboardEvent):void {
        if(e.keyCode == 39) {
        _rightArrow = true;
        }
        if(e.keyCode == 37) {
        _leftArrow = true;
        }
        if(e.keyCode == 38) {
        _upArrow = true;
        }
    }
    private function keyUpHandler(e:KeyboardEvent):void {
        _upArrow = false;
        _rightArrow = false;
        _leftArrow = false;
    }
}

}

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评论(3

や莫失莫忘 2024-08-15 22:27:15

对于遇到此问题的任何人,除了重新定位以避免碰撞之外,还要确保您在碰撞时施加力。这种情况听起来可能是速度与重力复合,这意味着您不断将物体向后移动,但它的速度并未归零,因此随着每个更新步骤,它会越来越远地进入地板。

施加法向力将消除重力并解决此问题。

For anyone having this problem, make sure you are applying a force in response to collision in addition to repositioning out of collision. This case sounds like maybe the velocity is being compounded by gravity, meaning you keep moving the object back but it's velocity isn't being zeroed out, so it moves further and further into the floor with each update step.

Applying normal force will cancel gravity and fix this.

残龙傲雪 2024-08-15 22:27:15

如果您只需要易于使用的碰撞检测,请查看碰撞检测套件 对于 Actionscript 3。我以前使用过它,它击败了我使用过的所有其他碰撞检测框架。

If you just want easy-to-use collision detection, take a look at the Collision Detection Kit for Actionscript 3. I've used it before and it beats every other collision detection framework I've ever used.

东风软 2024-08-15 22:27:15

从你所说的看来,在时间“t”,玩家还没有击中物体,但在时间“t+1”,玩家已经移动了 10px(例如),所以现在看起来卡在物体中,直到你的碰撞处理程序将玩家移动到正确的位置。

此外,在上下跳跃时,玩家可能在碰撞后在位置增加之前没有正确移回,这就是为什么随着时间的推移,如果你继续跳跃,玩家最终会跌倒。

比较数字时要小心。我看到一个 if (_player.scaleX == .1)。 AS3 中的数字在其他语言中称为浮点数。由于计算机处理浮点数的方式,它们可能会给出误导性的结果。有时,像 1.0 这样的值实际上是 0.999998,如果是这种情况,比较语句将始终失败。

作为提示,您可能希望将某些值更改为 CONST,因为您有很多硬编码值,其中一些值是相关的,并且可以通过将它们设为 CONST 来更轻松地更改。

From what you have said it sounds like at time 't' the player has not hit the object as yet but at time 't+1' the player has moved 10px (for example) so now appears stuck in the object until your collision handler moves the player to the correct spot.

Also with the jumping up and down perhaps the player has not been moved back correctly after a collision before his position increments which is why over time the player eventually falls through if you keep jumping.

Be careful about comparing numbers. I see a if (_player.scaleX == .1). Numbers in AS3 are called Floating Point numbers in other languages. Due to the way Floating Point numbers are handled by the computer they can give misleading results. Sometimes a value like 1.0 is really 0.999998 and if thats the case a compare statement will always fail.

As a tip you might want to change some of the values to CONST as you have a lot of hardcoded values, some which are related and could be changed easier by making them a CONST.

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