بســم الله الـرحمــن الرحيــم الدرس السادس عشر أهلا بكم في الدرس السادس عشر من سلسلة دروس تعلم الXna , في هذا الدرس سوف نقوم بتشغيل كل ما عملناه في إكتشاف التصادمات. في هذا الدرس سوف نضع كل ما تعلمناه في الدرسين السابقين معا، و سننتهي بإكتشاف تصادمات (على مستوى البكسل) يعمل بكفائة. سوف نقوم بإنشاء دالتين، سوف تقوم الأولى بإكتشاف التصادم بين الصاروخ و الأرض من جهة, و بين الصاروخ واللآعبين من جهة أخرى. و الدالة الثانية تقوم بفحص فيما إذا كان الصاروخ مازال معروضا على الشاشة. بناء على ما قمنا بتجهيزه في الدروس السابقه، من السهل أن نكتشف التصادم بين الصاروخ و التضاريس:
private Vector2 CheckTerrainCollision() { Matrix rocketMat = Matrix.CreateTranslation(-42, -240, 0) * Matrix.CreateRotationZ(rocketAngle) * Matrix.CreateScale(rocketScaling) * Matrix.CreateTranslation(rocketPosition.X, rocketPosition.Y, 0); Matrix terrainMat = Matrix.Identity; Vector2 terrainCollisionPoint = TexturesCollide(rocketColorArray, rocketMat, foregroundColorArray, terrainMat); return terrainCollisionPoint; }
private Vector2 CheckPlayersCollision() { Matrix rocketMat = Matrix.CreateTranslation(-42, -240, 0) * Matrix.CreateRotationZ(rocketAngle) * Matrix.CreateScale(rocketScaling) * Matrix.CreateTranslation(rocketPosition.X, rocketPosition.Y, 0); for (int i = 0; i < numberOfPlayers; i++) { PlayerData player = players[i]; if (player.IsAlive) { if (i != currentPlayer) { int xPos = (int)player.Position.X; int yPos = (int)player.Position.Y; Matrix carriageMat = Matrix.CreateTranslation(0, -carriageTexture.Height, 0) * Matrix.CreateScale(playerScaling) * Matrix.CreateTranslation(xPos, yPos, 0); Vector2 carriageCollisionPoint = TexturesCollide(carriageColorArray, carriageMat, rocketColorArray, rocketMat); } } } return new Vector2(-1, -1); }
if (carriageCollisionPoint.X > -1) { players[i].IsAlive = false; return carriageCollisionPoint; }
Matrix cannonMat = Matrix.CreateTranslation(-11, -50, 0) * Matrix.CreateRotationZ(player.Angle) * Matrix.CreateScale(playerScaling) * Matrix.CreateTranslation(xPos + 20, yPos - 10, 0); Vector2 cannonCollisionPoint = TexturesCollide(cannonColorArray, cannonMat, rocketColorArray, rocketMat); if (cannonCollisionPoint.X > -1) { players[i].IsAlive = false; return cannonCollisionPoint; }
private bool CheckOutOfScreen() { bool rocketOutOfScreen = rocketPosition.Y > screenHeight; rocketOutOfScreen |= rocketPosition.X < 0; rocketOutOfScreen |= rocketPosition.X > screenWidth; return rocketOutOfScreen; }
private void CheckCollisions(GameTime gameTime) { Vector2 terrainCollisionPoint = CheckTerrainCollision(); Vector2 playerCollisionPoint = CheckPlayersCollision(); bool rocketOutOfScreen = CheckOutOfScreen(); if (playerCollisionPoint.X > -1) { rocketFlying = false; smokeList = new List<Vector2> (); NextPlayer(); } if (terrainCollisionPoint.X > -1) { rocketFlying = false; smokeList = new List<Vector2> (); NextPlayer(); } if (rocketOutOfScreen) { rocketFlying = false; smokeList = new List<Vector2> (); NextPlayer(); }}
if (rocketFlying) { UpdateRocket(); CheckCollisions(gameTime); }
private void NextPlayer() { currentPlayer = currentPlayer + 1; currentPlayer = currentPlayer % numberOfPlayers; while (!players[currentPlayer].IsAlive) currentPlayer = ++currentPlayer % numberOfPlayers; }
using System; using System.Collections.Generic; 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.Net; using Microsoft.Xna.Framework.Storage; namespace XNAtutorial { public struct PlayerData { public Vector2 Position; public bool IsAlive; public Color Color; public float Angle; public float Power; } public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; GraphicsDevice device; int screenWidth; int screenHeight; Texture2D backgroundTexture; Texture2D foregroundTexture; Texture2D carriageTexture; Texture2D cannonTexture; Texture2D rocketTexture; Texture2D smokeTexture; Texture2D groundTexture; SpriteFont font; PlayerData players; int numberOfPlayers = 4; float playerScaling; int currentPlayer = 0; bool rocketFlying = false; Vector2 rocketPosition; Vector2 rocketDirection; float rocketAngle; float rocketScaling = 0.1f; List smokeList = new List (); Random randomizer = new Random(); int terrainContour; Color rocketColorArray; Color foregroundColorArray; Color carriageColorArray; Color cannonColorArray; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 500; graphics.PreferredBackBufferHeight = 500; graphics.IsFullScreen = false; graphics.ApplyChanges(); Window.Title = "Riemer's 2D XNA Tutorial"; base.Initialize(); } protected override void LoadContent() { device = graphics.GraphicsDevice; spriteBatch = new SpriteBatch(device); screenWidth = device.PresentationParameters.BackBufferWidth; screenHeight = device.PresentationParameters.BackBufferHeight; backgroundTexture = Content.Load ("background"); carriageTexture = Content.Load ("carriage"); cannonTexture = Content.Load ("cannon"); rocketTexture = Content.Load ("rocket"); smokeTexture = Content.Load ("smoke"); groundTexture = Content.Load ("ground"); font = Content.Load ("myFont"); playerScaling = 40.0f / (float)carriageTexture.Width; GenerateTerrainContour(); SetUpPlayers(); FlattenTerrainBelowPlayers(); CreateForeground(); rocketColorArray = TextureTo2DArray(rocketTexture); carriageColorArray = TextureTo2DArray(carriageTexture); cannonColorArray = TextureTo2DArray(cannonTexture); } private void SetUpPlayers() { Color playerColors = new Color[10]; playerColors[0] = Color.Red; playerColors[1] = Color.Green; playerColors[2] = Color.Blue; playerColors[3] = Color.Purple; playerColors[4] = Color.Orange; playerColors[5] = Color.Indigo; playerColors[6] = Color.Yellow; playerColors[7] = Color.SaddleBrown; playerColors[8] = Color.Tomato; playerColors[9] = Color.Turquoise; players = new PlayerData[numberOfPlayers]; for (int i = 0; i < numberOfPlayers; i++) { players[i].IsAlive = true; players[i].Color = playerColors[i]; players[i].Angle = MathHelper.ToRadians(90); players[i].Power = 100; players[i].Position = new Vector2(); players[i].Position.X = screenWidth / (numberOfPlayers + 1) * (i + 1); players[i].Position.Y = terrainContour[(int)players[i].Position.X]; } } private void GenerateTerrainContour() { terrainContour = new int[screenWidth]; double rand1 = randomizer.NextDouble() + 1; double rand2 = randomizer.NextDouble() + 2; double rand3 = randomizer.NextDouble() + 3; float offset = screenHeight / 2; float peakheight = 100; float flatness = 70; for (int x = 0; x < screenWidth; x++) { double height = peakheight / rand1 * Math.Sin((float)x / flatness * rand1 + rand1); height += peakheight / rand2 * Math.Sin((float)x / flatness * rand2 + rand2); height += peakheight / rand3 * Math.Sin((float)x / flatness * rand3 + rand3); height += offset; terrainContour[x] = (int)height; } } private void FlattenTerrainBelowPlayers() { foreach (PlayerData player in players) if (player.IsAlive) for (int x = 0; x < 40; x++) terrainContour[(int)player.Position.X + x] = terrainContour[(int)player.Position.X]; } private void CreateForeground() { Color groundColors = TextureTo2DArray(groundTexture); Color foregroundColors = new Color[screenWidth * screenHeight]; for (int x = 0; x < screenWidth; x++) { for (int y = 0; y < screenHeight; y++) { if (y > terrainContour[x]) foregroundColors[x + y * screenWidth] = groundColors[x % groundTexture.Width, y % groundTexture.Height]; else foregroundColors[x + y * screenWidth] = Color.TransparentBlack; } } foregroundTexture = new Texture2D(device, screenWidth, screenHeight, 1, TextureUsage.None, SurfaceFormat.Color); foregroundTexture.SetData(foregroundColors); foregroundColorArray = TextureTo2DArray(foregroundTexture); } private Color TextureTo2DArray(Texture2D texture) { Color colors1D = new Color[texture.Width * texture.Height]; texture.GetData(colors1D); Color colors2D = new Color[texture.Width, texture.Height]; for (int x = 0; x < texture.Width; x++) for (int y = 0; y < texture.Height; y++) colors2D[x, y] = colors1D[x + y * texture.Width]; return colors2D; } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); ProcessKeyboard(); if (rocketFlying) { UpdateRocket(); CheckCollisions(gameTime); } base.Update(gameTime); } private void ProcessKeyboard() { KeyboardState keybState = Keyboard.GetState(); if (keybState.IsKeyDown(Keys.Left)) players[currentPlayer].Angle -= 0.01f; if (keybState.IsKeyDown(Keys.Right)) players[currentPlayer].Angle += 0.01f; if (players[currentPlayer].Angle > MathHelper.PiOver2) players[currentPlayer].Angle = -MathHelper.PiOver2; if (players[currentPlayer].Angle < -MathHelper.PiOver2) players[currentPlayer].Angle = MathHelper.PiOver2; if (keybState.IsKeyDown(Keys.Down)) players[currentPlayer].Power -= 1; if (keybState.IsKeyDown(Keys.Up)) players[currentPlayer].Power += 1; if (keybState.IsKeyDown(Keys.PageDown)) players[currentPlayer].Power -= 20; if (keybState.IsKeyDown(Keys.PageUp)) players[currentPlayer].Power += 20; if (players[currentPlayer].Power > 1000) players[currentPlayer].Power = 1000; if (players[currentPlayer].Power < 0) players[currentPlayer].Power = 0; if (keybState.IsKeyDown(Keys.Enter) || keybState.IsKeyDown(Keys.Space)) { rocketFlying = true; rocketPosition = players[currentPlayer].Position; rocketPosition.X += 20; rocketPosition.Y -= 10; rocketAngle = players[currentPlayer].Angle; Vector2 up = new Vector2(0, -1); Matrix rotMatrix = Matrix.CreateRotationZ(rocketAngle); rocketDirection = Vector2.Transform(up, rotMatrix); rocketDirection *= players[currentPlayer].Power / 50.0f; } } private void UpdateRocket() { if (rocketFlying) { Vector2 gravity = new Vector2(0, 1); rocketDirection += gravity / 10.0f; rocketPosition += rocketDirection; rocketAngle = (float)Math.Atan2(rocketDirection.X, -rocketDirection.Y); for (int i = 0; i < 5; i++) { Vector2 smokePos = rocketPosition; smokePos.X += randomizer.Next(10) - 5; smokePos.Y += randomizer.Next(10) - 5; smokeList.Add(smokePos); } } } private Vector2 TexturesCollide(Color tex1, Matrix mat1, Color tex2, Matrix mat2) { Matrix mat1to2 = mat1 * Matrix.Invert(mat2); int width1 = tex1.GetLength(0); int height1 = tex1.GetLength(1); int width2 = tex2.GetLength(0); int height2 = tex2.GetLength(1); for (int x1 = 0; x1 < width1; x1++) { for (int y1 = 0; y1 < height1; y1++) { Vector2 pos1 = new Vector2(x1, y1); Vector2 pos2 = Vector2.Transform(pos1, mat1to2); int x2 = (int)pos2.X; int y2 = (int)pos2.Y; if ((x2 >= 0) && (x2 < width2)) { if ((y2 >= 0) && (y2 < height2)) { if (tex1[x1, y1].A > 0) { if (tex2[x2, y2].A > 0) { Vector2 screenPos = Vector2.Transform(pos1, mat1); return screenPos; } } } } } } return new Vector2(-1, -1); } private Vector2 CheckTerrainCollision() { Matrix rocketMat = Matrix.CreateTranslation(-42, -240, 0) * Matrix.CreateRotationZ(rocketAngle) * Matrix.CreateScale(rocketScaling) * Matrix.CreateTranslation(rocketPosition.X, rocketPosition.Y, 0); Matrix terrainMat = Matrix.Identity; Vector2 terrainCollisionPoint = TexturesCollide(rocketColorArray, rocketMat, foregroundColorArray, terrainMat); return terrainCollisionPoint; } private Vector2 CheckPlayersCollision() { Matrix rocketMat = Matrix.CreateTranslation(-42, -240, 0) * Matrix.CreateRotationZ(rocketAngle) * Matrix.CreateScale(rocketScaling) * Matrix.CreateTranslation(rocketPosition.X, rocketPosition.Y, 0); for (int i = 0; i < numberOfPlayers; i++) { PlayerData player = players[i]; if (player.IsAlive) { if (i != currentPlayer) { int xPos = (int)player.Position.X; int yPos = (int)player.Position.Y; Matrix carriageMat = Matrix.CreateTranslation(0, -carriageTexture.Height, 0) * Matrix.CreateScale(playerScaling) * Matrix.CreateTranslation(xPos, yPos, 0); Vector2 carriageCollisionPoint = TexturesCollide(carriageColorArray, carriageMat, rocketColorArray, rocketMat); if (carriageCollisionPoint.X > -1) { players[i].IsAlive = false; return carriageCollisionPoint; } Matrix cannonMat = Matrix.CreateTranslation(-11, -50, 0) * Matrix.CreateRotationZ(player.Angle) * Matrix.CreateScale(playerScaling) * Matrix.CreateTranslation(xPos + 20, yPos - 10, 0); Vector2 cannonCollisionPoint = TexturesCollide(cannonColorArray, cannonMat, rocketColorArray, rocketMat); if (cannonCollisionPoint.X > -1) { players[i].IsAlive = false; return cannonCollisionPoint; } } } } return new Vector2(-1, -1); } private bool CheckOutOfScreen() { bool rocketOutOfScreen = rocketPosition.Y > screenHeight; rocketOutOfScreen |= rocketPosition.X < 0; rocketOutOfScreen |= rocketPosition.X > screenWidth; return rocketOutOfScreen; } private void CheckCollisions(GameTime gameTime) { Vector2 terrainCollisionPoint = CheckTerrainCollision(); Vector2 playerCollisionPoint = CheckPlayersCollision(); bool rocketOutOfScreen = CheckOutOfScreen(); if (playerCollisionPoint.X > -1) { rocketFlying = false; smokeList = new List (); NextPlayer(); } if (terrainCollisionPoint.X > -1) { rocketFlying = false; smokeList = new List (); NextPlayer(); } if (rocketOutOfScreen) { rocketFlying = false; smokeList = new List (); NextPlayer(); } } private void NextPlayer() { currentPlayer = currentPlayer + 1; currentPlayer = currentPlayer % numberOfPlayers; while (!players[currentPlayer].IsAlive) { currentPlayer = ++currentPlayer % numberOfPlayers; } } protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); DrawScenery(); DrawPlayers(); DrawText(); DrawRocket(); DrawSmoke(); spriteBatch.End(); base.Draw(gameTime); } private void DrawScenery() { Rectangle screenRectangle = new Rectangle(0, 0, screenWidth, screenHeight); spriteBatch.Draw(backgroundTexture, screenRectangle, Color.White); spriteBatch.Draw(foregroundTexture, screenRectangle, Color.White); } private void DrawPlayers() { foreach (PlayerData player in players) { if (player.IsAlive) { int xPos = (int)player.Position.X; int yPos = (int)player.Position.Y; Vector2 cannonOrigin = new Vector2(11, 50); spriteBatch.Draw(cannonTexture, new Vector2(xPos + 20, yPos - 10), null, player.Color, player.Angle, cannonOrigin, playerScaling, SpriteEffects.None, 1); spriteBatch.Draw(carriageTexture, player.Position, null, player.Color, 0, new Vector2(0, carriageTexture.Height), playerScaling, SpriteEffects.None, 0); } } } private void DrawText() { PlayerData player = players[currentPlayer]; int currentAngle = (int)MathHelper.ToDegrees(player.Angle); spriteBatch.DrawString(font, "Cannon angle: " + currentAngle.ToString(), new Vector2(20, 20), player.Color); spriteBatch.DrawString(font, "Cannon power: " + player.Power.ToString(), new Vector2(20, 45), player.Color); } private void DrawRocket() { if (rocketFlying) spriteBatch.Draw(rocketTexture, rocketPosition, null, players[currentPlayer].Color, rocketAngle, new Vector2(42, 240), rocketScaling, SpriteEffects.None, 1); } private void DrawSmoke() { foreach (Vector2 smokePos in smokeList) spriteBatch.Draw(smokeTexture, smokePos, null, Color.White, 0, new Vector2(40, 35), 0.2f, SpriteEffects.None, 1); } } }