夢がかなったXNA(7)-衝突検出

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夢がかなったXNA(7)-衝突検出
作者:webabcd紹介XNA: 衝突検出
  • は、AABB(Axis Aligned Bounding Box)によって衝突検出アルゴリズム
  • を実現する.
  • は、Rectangleクラスによる衝突検出アルゴリズム
  • を実現する.
    例1、AABBアルゴリズムのDemo(キーボードNキーでこのDemoをロードする)Component/Collision/AABB.cs
    /*
     * AABB - Axis Aligned Bounding Box
     *         (Axis Aligned),             ,        (2D)  (3D)         (  )
     * 
     *   Demo        AABB                
     */
    
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Audio;
    using Microsoft.Xna.Framework.Content;
    using Microsoft.Xna.Framework.GamerServices;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;
    using Microsoft.Xna.Framework.Media;
    
    namespace XNA.Component.Collision
    {
        public class AABB : Microsoft.Xna.Framework.DrawableGameComponent
        {
            //      
            SpriteBatch _spriteBatch;
    
            //     
            Texture2D _sprite;
    
            //      (     )
            Vector2 _systemSpritePosition = new Vector2(600, 300);
    
            //      (     ),  :   /  
            int _systemSpriteSpeed = 6;
    
            //      (     )
            Vector2 _userSpritePosition = Vector2.Zero;
    
            //      (     ),  :   /  
            int _userSpriteSpeed = 6;
    
            //        
            bool _collided = false;
    
            public AABB(Game game)
                : base(game)
            {
    
            }
    
            public override void Initialize()
            {
                base.Initialize();
            }
    
            protected override void LoadContent()
            {
                _spriteBatch = new SpriteBatch(Game.GraphicsDevice);
                _sprite = Game.Content.Load<Texture2D>("Image/Son");
            }
    
            public override void Update(GameTime gameTime)
            {
                //                       ,     
                if (!CheckCollision())
                {
                    calcSystemSpritePosition();
                    calcUserSpritePosition();
                }
                else
                {
                    _collided = true;
                }
    
                base.Update(gameTime);
            }
    
            /// <summary>
            ///                         (   AABB   )
            /// </summary>
            /// <returns>           </returns>
            private bool CheckCollision()
            {
                /*
                 *           ,        (2D)  (3D)         
                 * AABB         Max       Min      ,    
                 */
    
                Vector2 systemSpriteMin = new Vector2(_systemSpritePosition.X, _systemSpritePosition.Y);
                Vector2 systemSpriteMax = new Vector2(_systemSpritePosition.X + _sprite.Width, _systemSpritePosition.Y + _sprite.Height);
                Vector2 userSpriteMin = new Vector2(_userSpritePosition.X, _userSpritePosition.Y);
                Vector2 userSpriteMax = new Vector2(_userSpritePosition.X + _sprite.Width, _userSpritePosition.Y + _sprite.Height);
    
                if (systemSpriteMin.X <= userSpriteMax.X && systemSpriteMin.Y <= userSpriteMax.Y && systemSpriteMax.X >= userSpriteMin.X && systemSpriteMax.Y >= userSpriteMin.Y)
                    return true;
    
                return false;
            }
    
            //             
            private void calcUserSpritePosition()
            {
                KeyboardState keyboardState = Keyboard.GetState();
    
                if (keyboardState.IsKeyDown(Keys.Left) && _userSpritePosition.X >= 0)
                    _userSpritePosition.X -= _userSpriteSpeed;
                if (keyboardState.IsKeyDown(Keys.Right) && _userSpritePosition.X <= Game.Window.ClientBounds.Width - _sprite.Width)
                    _userSpritePosition.X += _userSpriteSpeed;
                if (keyboardState.IsKeyDown(Keys.Up) && _userSpritePosition.Y >= 0)
                    _userSpritePosition.Y -= _userSpriteSpeed;
                if (keyboardState.IsKeyDown(Keys.Down) && _userSpritePosition.Y <= Game.Window.ClientBounds.Height - _sprite.Height)
                    _userSpritePosition.Y += _userSpriteSpeed;
    
            }
    
            //             
            private void calcSystemSpritePosition()
            {
                //          Y          
                _systemSpritePosition.Y += _systemSpriteSpeed;
    
                if (_systemSpritePosition.Y > Game.Window.ClientBounds.Height - _sprite.Height || _systemSpritePosition.Y < 0)
                    _systemSpriteSpeed *= -1;
            }
    
            public override void Draw(GameTime gameTime)
            {
                if (_collided)
                    Game.GraphicsDevice.Clear(Color.IndianRed);
                else
                    Game.GraphicsDevice.Clear(Color.CornflowerBlue);
    
                //            
                _spriteBatch.Begin();
                _spriteBatch.Draw(_sprite, _systemSpritePosition, Color.Red); //          
                _spriteBatch.Draw(_sprite, _userSpritePosition, Color.White); //          
                _spriteBatch.End();
    
                base.Update(gameTime);
            }
        }
    }
    
    2、通過する Rectangleが衝突を検出したDemo(キーボードOキーでこのDemoをロードする)Component/Collision/RectangleCollision.cs 
    /*
     *   Demo        Rectangle          
     */
    
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Audio;
    using Microsoft.Xna.Framework.Content;
    using Microsoft.Xna.Framework.GamerServices;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;
    using Microsoft.Xna.Framework.Media;
    
    namespace XNA.Component.Collision
    {
        public class RectangleCollision : Microsoft.Xna.Framework.DrawableGameComponent
        {
            //      
            SpriteBatch _spriteBatch;
    
            //     
            Texture2D _sprite;
    
            //      (     )
            Vector2 _systemSpritePosition = new Vector2(600, 300);
    
            //      (     ),  :   /  
            int _systemSpriteSpeed = 6;
    
            //      (     )
            Vector2 _userSpritePosition = Vector2.Zero;
    
            //      (     ),  :   /  
            int _userSpriteSpeed = 6;
    
            //        
            bool _collided = false;
    
            public RectangleCollision(Game game)
                : base(game)
            {
    
            }
    
            public override void Initialize()
            {
                base.Initialize();
            }
    
            protected override void LoadContent()
            {
                _spriteBatch = new SpriteBatch(Game.GraphicsDevice);
                _sprite = Game.Content.Load<Texture2D>("Image/Son");
            }
    
            public override void Update(GameTime gameTime)
            {
                //                       ,     
                if (!CheckCollision())
                {
                    calcSystemSpritePosition();
                    calcUserSpritePosition();
                }
                else
                {
                    _collided = true;
                }
    
                base.Update(gameTime);
            }
    
            /// <summary>
            ///                         (   Rectangle     )
            /// </summary>
            /// <returns>           </returns>
            private bool CheckCollision()
            {
                Rectangle systemSpriteRect = new Rectangle((int)_systemSpritePosition.X, (int)_systemSpritePosition.Y, _sprite.Width, _sprite.Height);
                Rectangle userSpriteRect = new Rectangle((int)_userSpritePosition.X, (int)_userSpritePosition.Y, _sprite.Width, _sprite.Height);
    
                if (systemSpriteRect.Intersects(userSpriteRect))
                    return true;
    
                return false;
            }
    
            //             
            private void calcUserSpritePosition()
            {
                KeyboardState keyboardState = Keyboard.GetState();
    
                if (keyboardState.IsKeyDown(Keys.Left) && _userSpritePosition.X >= 0)
                    _userSpritePosition.X -= _userSpriteSpeed;
                if (keyboardState.IsKeyDown(Keys.Right) && _userSpritePosition.X <= Game.Window.ClientBounds.Width - _sprite.Width)
                    _userSpritePosition.X += _userSpriteSpeed;
                if (keyboardState.IsKeyDown(Keys.Up) && _userSpritePosition.Y >= 0)
                    _userSpritePosition.Y -= _userSpriteSpeed;
                if (keyboardState.IsKeyDown(Keys.Down) && _userSpritePosition.Y <= Game.Window.ClientBounds.Height - _sprite.Height)
                    _userSpritePosition.Y += _userSpriteSpeed;
    
            }
    
            //             
            private void calcSystemSpritePosition()
            {
                //          Y          
                _systemSpritePosition.Y += _systemSpriteSpeed;
    
                if (_systemSpritePosition.Y > Game.Window.ClientBounds.Height - _sprite.Height || _systemSpritePosition.Y < 0)
                    _systemSpriteSpeed *= -1;
            }
    
            public override void Draw(GameTime gameTime)
            {
                if (_collided)
                    Game.GraphicsDevice.Clear(Color.IndianRed);
                else
                    Game.GraphicsDevice.Clear(Color.CornflowerBlue);
    
                //            
                _spriteBatch.Begin();
                _spriteBatch.Draw(_sprite, _systemSpritePosition, Color.Red); //          
                _spriteBatch.Draw(_sprite, _userSpritePosition, Color.White); //          
                _spriteBatch.End();
    
                base.Update(gameTime);
            }
        }
    }
    
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