ArrayList仅检测上次添加的对象的冲突

Roo*_*kie 1 java arraylist collision-detection

当检测到玩家与许多相同物体(在这种情况下是墙砖)之间的碰撞时,我遇到了一个问题.问题是我的程序只在我与最后添加的墙砖接触时才检测到碰撞.这是用java编写的......

我正在使用矩形(它们的交叉方法)来检测碰撞.

代码示例:

更新瓷砖:

        for (int i = 0; i < wallTileArr.size(); i++)
    {
        wallTile = wallTileArr.get(i);
        wallTile.update(p);
        if(wallTile.getBounds().intersects(Screen.getBounds()))
        {
            wallTile.draw = true;
        }
        else if(!wallTile.getBounds().intersects(Screen.getBounds()))
        {
            wallTile.draw = false;
        }
    }
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这是我的课程,从瓷砖中做出一面墙:

     public Wall(int x, int y, int length, int dir, WallTile wallTile)
     {
 this.x = x;
 this.y = y;
 this.length = length;
 this.wallTile = wallTile;


    for(int i = 0; i < length; i++)
    {
        if (dir == 0)
        {
            Methods.addWallTile(new WallTile(x+(wallTile.size*i), y));
        }
        else if (dir == 1)
        {
            Methods.addWallTile(new WallTile(x, y+(wallTile.size*i)));
        }

        else if (dir != 0 || dir != 1)
        {
            System.out.println("Error in setting direction: 0 = horizontal, 1 = vertical. Your input is: "+dir );
            //Methods.Exit(1);
        }

    }
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}

这是我的班级,有一个房间或房子的墙壁:

     public HouseSmall_1(int x, int y,int size, int rotation, WallTile wallTile)
    {
this.x = x;
this.y = y;
this.wallTile = wallTile;
this.size = size;


if (rotation == 0)
{
    Methods.addWall(new Wall(x, y, size, 1, wallTile));
    Methods.addWall(new Wall(x+(size*wallTile.size), y, size, 1, wallTile));

    Methods.addWall(new Wall(x, y, size, 0, wallTile));
    Methods.addWall(new Wall(x, y+(size*wallTile.size), (size)/2, 0, wallTile));
    Methods.addWall(new Wall(x+wallTile.size+((size*wallTile.size)/2), y+(size*wallTile.size),(size/2), 0, wallTile));
}
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}

将tile和wall添加到其arrayList中的代码:

public static void addWallTile(WallTile wallTile)
{
    Controller.wallTileArr.add(wallTile);
}

public static void addWall(Wall wall)
{
    Controller.wallArr.add(wall);
}
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更新wallTile.java文件中的碰撞代码:

    public void update(Player p)
{
    x+=Screen.movementX;
    y+=Screen.movementY;

    if(getBounds().intersects(p.upGetBounds()))
    {

        p.walk = false;

    }
    else
    {
        p.walk = true;
    }
}
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为什么会这样?你怎么建议我解决它?

随意索取更多代码示例!

Kar*_*k T 5

if(getBounds().intersects(p.upGetBounds()))
{

    p.walk = false;

}
else
{
    p.walk = true;
}
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问题是这段代码.您正在为不与播放器发生冲突的每个磁贴重置标记,因此只有最后一个磁贴可以与播放器成功冲突,而不会重置标记.

即 - 让我们说有2个瓷砖并且#1正在发生碰撞而#2不是.

在循环的第一次迭代中 -

#1 是碰撞=> p.walk = false;

在循环的第二次迭代中 -

#2 是不是碰撞=> p.walk = true; //value has been reset.

但是,如果#2是一个coliding,标志不能重置.

要解决:删除else条款和重置一次true 之前for循环.