Direct3D学习笔记(四)——碰撞检测(Bounding Box)

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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