Direct3D学习笔记(四)——碰撞检测(Bounding Box)

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一、碰撞检测函数(MyDirectX.cpp)

int Collision(SPRITE sprite1, SPRITE sprite2) {RECT rect1, rect2;rect1.left = (long)sprite1.x;rect1.right = (long)sprite1.y;rect1.top = (long)sprite1.x + sprite1.width * sprite1.scaling;rect1.bottom = (long)sprite1.y + sprite1.height * sprite1.scaling;rect2.left = (long)sprite2.x;rect2.right = (long)sprite2.y;rect2.top = (long)sprite2.x + sprite2.width * sprite2.scaling;rect2.bottom = (long)sprite2.y + sprite2.height * sprite2.scaling;RECT dest;return IntersectRect(&dest, &rect1, &rect2);}

在MyDirectX,h中添加

int Collision(SPRITE sprite1, SPRITE sprite2);


在MyDirectX.h头文件中申明构造(放在文件引用下面)

struct SPRITE {float x, y;int frame, columns;int width, height;float scaling, rotation;int startframe, endframe;int starttime, delay;int direction;float velx, vely;D3DCOLOR color;SPRITE() {frame = 0;columns = 1;width = height = 0;scaling = 1.0f;rotation = 0.0f;direction = 1;starttime = delay = 1;velx = vely = 0.0f;color = D3DCOLOR_XRGB(255, 255, 255);}};

二、MyGame.cpp

#include "MyDirectX.h";using namespace std;const string APPTITLE = "Bounding Box Demo";const int SCREENW = 1024;const int SCREENH = 768;LPD3DXSPRITE spriteobj=NULL; //纹理  SPRITE ship, asteroid1, asteroid2;LPDIRECT3DTEXTURE9 imgShip = NULL;LPDIRECT3DTEXTURE9 imgAsteroid = NULL;bool Game_Init(HWND window) {Direct3D_Init(window, SCREENW, SCREENH, false);DirectInput_Init(window);imgShip = LoadTexture("F:/image/ship.png");if (!imgShip)return false;imgAsteroid = LoadTexture("F:/image/asteroid.png");if (!imgAsteroid)return false;ship.x = 450;ship.y = 300;ship.width = ship.height = 128;asteroid1.x = 50;asteroid1.y = 200;asteroid1.width = asteroid1.height = 60;asteroid1.columns = 8;asteroid1.startframe = 0;asteroid1.endframe = 63;asteroid1.velx = -2.0f;asteroid2.x = 900;asteroid2.y = 500;asteroid2.width = asteroid2.height = 60;asteroid2.columns = 8;asteroid2.startframe = 0;asteroid2.endframe = 63;asteroid2.velx = 2.0f;return true;}void Game_Run(HWND window) {if (!d3ddev) return;DirectInput_Update();d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 100), 1.0f, 0);if (Key_Down(DIK_UP)) {ship.y -= 1.0f;if (ship.y < 0)ship.y = 0;}if (Key_Down(DIK_DOWN)) {ship.y += 1.0f;if (ship.y > SCREENH - ship.height) {ship.y = SCREENH - ship.height;}}asteroid1.x += asteroid1.velx;if (asteroid1.x<0 || asteroid1.x>SCREENW - asteroid1.width) {asteroid1.velx *= -1;}Sprite_Animate(asteroid1.frame, asteroid1.startframe, asteroid1.endframe, asteroid1.direction, asteroid1.starttime, asteroid1.delay);asteroid2.x += asteroid2.velx;if (asteroid2.x<0 || asteroid2.x>SCREENW - asteroid2.width) {asteroid2.velx *= -1;}Sprite_Animate(asteroid2.frame, asteroid2.startframe, asteroid2.endframe, asteroid2.direction, asteroid2.starttime, asteroid2.delay);if (Collision(ship, asteroid1)) {asteroid1.velx *= -1;}if (Collision(ship, asteroid2)) {asteroid2.velx *= -1;}if (d3ddev->BeginScene()) {spriteobj->Begin(D3DXSPRITE_ALPHABLEND);Sprite_Draw_Fram(imgShip, ship.x, ship.y, ship.width, ship.height, ship.frame, ship.columns);Sprite_Draw_Fram(imgAsteroid, asteroid1.x, asteroid1.y, asteroid1.width, asteroid1.height, asteroid1.frame, asteroid1.columns);Sprite_Draw_Fram(imgAsteroid, asteroid2.x, asteroid2.y, asteroid2.width, asteroid2.height, asteroid2.frame, asteroid2.columns);spriteobj->End();d3ddev->EndScene();d3ddev->Present(NULL, NULL, NULL, NULL);}if (Key_Down(VK_ESCAPE))gameover = true;if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK) {gameover = true;}}void Game_End() {if (imgShip)imgShip->Release();if (imgAsteroid)imgAsteroid->Release();DirectInput_Shutdown();Direct3D_Shutdown();}



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