使用移动视图中的多个子视图进行碰撞检测

发布于 2024-09-10 23:29:38 字数 1585 浏览 5 评论 0原文

我正在 OBJ C 中开发一款具有球视图和舞台视图的游戏。舞台视图有 4 个子视图。所有视图都是 UIImageView。我有一种有效的碰撞检测方法。我想将其扩展到 4 个以上的子视图,而无需简单地创建更多行代码。看看下面的代码,有没有办法将其简化为循环。谢谢!

// convert each square to be relevant to ball's superview in order to collision detect
CGRect square_01Frame = [ball.superview convertRect:square_01.frame fromView:square_01.superview];
CGRect square_02Frame = [ball.superview convertRect:square_02.frame fromView:square_02.superview];
CGRect square_03Frame = [ball.superview convertRect:square_03.frame fromView:square_03.superview];
CGRect square_04Frame = [ball.superview convertRect:square_04.frame fromView:square_04.superview];

// convert CGRects to NSStrings for storage in square_frames array
NSString *square_01FrameString = NSStringFromCGRect(square_01Frame);
NSString *square_02FrameString = NSStringFromCGRect(square_02Frame);
NSString *square_03FrameString = NSStringFromCGRect(square_03Frame);
NSString *square_04FrameString = NSStringFromCGRect(square_04Frame);    

// load array of NSStrings
[square_frames replaceObjectAtIndex:0 withObject:square_01FrameString];
[square_frames replaceObjectAtIndex:1 withObject:square_02FrameString];
[square_frames replaceObjectAtIndex:2 withObject:square_03FrameString];
[square_frames replaceObjectAtIndex:3 withObject:square_04FrameString];

// create a for loop
for (int i=0; i<4; i++) { // 4 squares
    // create test frame
    CGRect test_frame = CGRectFromString([square_frames objectAtIndex:i]);
    if (CGRectIntersectsRect(test_frame,ball.frame)) { // collision detection
        // do something
    }
}

I am working on a game in OBJ C that has a ball view and a stage view. The stage view has 4 subviews. All views are UIImageViews. I have a method for collision detection that is working. I would like to expand it to more than 4 subviews without simply creating more lines of code. Looking at the code below, is there a way to simplify this into loops instead. Thanks!

// convert each square to be relevant to ball's superview in order to collision detect
CGRect square_01Frame = [ball.superview convertRect:square_01.frame fromView:square_01.superview];
CGRect square_02Frame = [ball.superview convertRect:square_02.frame fromView:square_02.superview];
CGRect square_03Frame = [ball.superview convertRect:square_03.frame fromView:square_03.superview];
CGRect square_04Frame = [ball.superview convertRect:square_04.frame fromView:square_04.superview];

// convert CGRects to NSStrings for storage in square_frames array
NSString *square_01FrameString = NSStringFromCGRect(square_01Frame);
NSString *square_02FrameString = NSStringFromCGRect(square_02Frame);
NSString *square_03FrameString = NSStringFromCGRect(square_03Frame);
NSString *square_04FrameString = NSStringFromCGRect(square_04Frame);    

// load array of NSStrings
[square_frames replaceObjectAtIndex:0 withObject:square_01FrameString];
[square_frames replaceObjectAtIndex:1 withObject:square_02FrameString];
[square_frames replaceObjectAtIndex:2 withObject:square_03FrameString];
[square_frames replaceObjectAtIndex:3 withObject:square_04FrameString];

// create a for loop
for (int i=0; i<4; i++) { // 4 squares
    // create test frame
    CGRect test_frame = CGRectFromString([square_frames objectAtIndex:i]);
    if (CGRectIntersectsRect(test_frame,ball.frame)) { // collision detection
        // do something
    }
}

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玩套路吗 2024-09-17 23:29:38

嗯,我会做很多事情。

首先,我将创建一个球“模型”,只是一个 NSObject 子类来表示球。可能会有一个属性“位置”或其他东西,即 CGRect。

然后,您当前的视图可能在屏幕上有一系列球对象,然后循环遍历它们。

但总的来说,我不认为使用 UIView 的矩形是管理碰撞检测的最佳方法。我认为您最好以其他方式定义它,然后相应地更新 UI。

一般来说,依赖 UI 实现来进行游戏设计并不是一个好主意。这使得改变变得困难(正如你在问题中指出的那样)。

Well, I would do a number of things.

First, I would create a ball "model", just an NSObject subclass to represent the Ball. Probably, that would have a property "location" or something, which is the CGRect.

Then, your current view could have an array of ball objects on the screen, and just loop through them.

Overall, though, I don't think using UIView's rects is the best way to manage collision detection. I think you'd be better off defining that in some other way, and then simply updating the UI accordingly.

Generally, it's not a good idea to rely on your UI implementation for game design. It makes it hard to change (as you note in your question).

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