1.像素检测是最精确的一种方式,但是一般为了性能方面的考虑,因为很少用到,但是游戏中很少会有这种纯粹的圆或矩形做检测,这个时候我们就会考虑用多矩形的方式来做检测。
2.多矩形的原理是:将一个物体A分解成多个矩形组成A组,将另外一个物体B分解成多个矩形组成B组,然后通过A组中的矩形和B组中的矩形是否发生了碰撞就可得知物体A与物体B是否发生了碰撞。
/**
*
* @param rectArray
* 物体1的数组
* @param rect2Array
* 物体2的数组
* @param rectX1
* @param rectY1
* @param rectX2
* @param rectY2
* @return
*/
public boolean CheckRectCollsion(Rect[] rectArray, Rect[] rect2Array,
int rectX1, int rectY1, int rectX2, int rectY2) {
Rect rect = null;
Rect rect2 = null;
for (int i = 0; i < rectArray.length; i++) {
// 依次取出第一个矩形数组的每个矩形实例
rect = rectArray[i];
// 获取到第一个矩形数组中每个矩形元素的属性值
int x1 = rect.left + rectX1;
int y1 = rect.top + rectY1;
int w1 = rect.right - rect.left;
int h1 = rect.bottom - rect.top;
for (int j = 0; j < rect2Array.length; j++) {
// 依次取出第二个矩形数组的每个矩形实例
rect2 = rect2Array[j];
// 获取到第二个矩形数组中每个矩形元素的属性值
int x2 = rect2.left + rectX2;
int y2 = rect2.top + rectY2;
int w2 = rect2.right - rect2.left;
int h2 = rect2.bottom - rect2.top;
// 进行循环遍历两个矩形碰撞数组所有元素之间的位置关系
if (x1 >= x2 && x1 >= x2 + w2) {
} else if (x1 <= x2 && x1 + w1 <= x2) {
} else if (y1 >= y2 && y1 >= y2 + h2) {
} else if (y1 <= y2 && y1 + h1 <= y2) {
} else {
// 只要有一个碰撞矩形数组与另一碰撞矩形数组发生碰撞则认为碰撞
return true;
}
}
}
return false;
}
完整的例子:
public class MoreRectView extends SurfaceView implements Callback, Runnable {
int sleeptime = 100;
private SurfaceHolder surfaceHolder;
private Paint paint;
private Thread thread;
private boolean flag;
// 定义两个矩形图形的宽高坐标
private int rectX1 = 10, rectY1 = 10, rectW1 = 40, rectH1 = 40;
private int rectX2 = 100, rectY2 = 110, rectW2 = 40, rectH2 = 40;
// 便于观察是否发生了碰撞设置一个标识位
private boolean isCollsion;
// 定义第一个矩形的矩形碰撞数组
private Rect clipRect1 = new Rect(0, 0, 15, 15);
private Rect clipRect2 = new Rect(rectW1 - 15, rectH1 - 15, rectW1, rectH1);
private Rect[] arrayRect1 = new Rect[] { clipRect1, clipRect2 };
// 定义第二个矩形的矩形碰撞数组
private Rect clipRect3 = new Rect(0, 0, 15, 15);
private Rect clipRect4 = new Rect(rectW2 - 15, rectH2 - 15, rectW2, rectH2);
private Rect[] arrayRect2 = new Rect[] { clipRect3, clipRect4 };
public MoreRectView(Context context) {
super(context);
surfaceHolder = this.getHolder();
surfaceHolder.addCallback(this);
paint = new Paint();
paint.setColor(Color.WHITE);
paint.setAntiAlias(true);
setFocusable(true); // 设置焦点
}
/**
* 游戏绘图
*/
public void draw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
paint.setColor(Color.WHITE);
paint.setStyle(Style.FILL);
if (isCollsion) {
paint.setTextSize(20);
canvas.drawText("碰撞了!", 0, 30, paint);
}
// 绘制两个矩形
canvas.drawRect(rectX1, rectY1, rectX1 + rectW1, rectY1 + rectH1, paint);
canvas.drawRect(rectX2, rectY2, rectX2 + rectW2, rectY2 + rectH2, paint);
// ---绘制碰撞区域使用非填充,并设置画笔颜色白色
paint.setStyle(Style.STROKE);
paint.setColor(Color.RED);
// 绘制第一个矩形的所有矩形碰撞区域
for (int i = 0; i < arrayRect1.length; i++) {
canvas.drawRect(arrayRect1[i].left + this.rectX1, arrayRect1[i].top
+ this.rectY1, arrayRect1[i].right + this.rectX1,
arrayRect1[i].bottom + this.rectY1, paint);
}
// 绘制第二个矩形的所有矩形碰撞区域
for (int i = 0; i < arrayRect2.length; i++) {
canvas.drawRect(arrayRect2[i].left + this.rectX2, arrayRect2[i].top
+ this.rectY2, arrayRect2[i].right + this.rectX2,
arrayRect2[i].bottom + rectY2, paint);
}
}
@Override
public void run() {
Canvas canvas = null;
while (flag) {
try {
canvas = surfaceHolder.lockCanvas();
synchronized (canvas) {
draw(canvas);
}
} catch (Exception e) {
Log.e("collsion", e.getMessage());
} finally {
if (canvas != null)
surfaceHolder.unlockCanvasAndPost(canvas);
}
try {
Thread.sleep(sleeptime);
} catch (Exception e) {
Log.e("collsion", e.getMessage());
}
}
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
flag = true;
// 实例线程
thread = new Thread(this);
if (!thread.isAlive()) {
// 启动线程
thread.start();
}
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
flag = false;
thread = null;
}
/**
* 触屏事件监听
*/
@Override
public boolean onTouchEvent(MotionEvent event) {
// 让矩形1随着触屏位置移动
rectX1 = (int) event.getX() - rectW1 / 2;
rectY1 = (int) event.getY() - rectH1 / 2;
if (CheckRectCollsion(arrayRect1, arrayRect2, rectX1, rectY1, rectX2,
rectY2)) {
isCollsion = true;
} else {
isCollsion = false;
}
return true;
}
/**
*
* @param rectArray
* 物体1的数组
* @param rect2Array
* 物体2的数组
* @param rectX1
* @param rectY1
* @param rectX2
* @param rectY2
* @return
*/
public boolean CheckRectCollsion(Rect[] rectArray, Rect[] rect2Array,
int rectX1, int rectY1, int rectX2, int rectY2) {
Rect rect = null;
Rect rect2 = null;
for (int i = 0; i < rectArray.length; i++) {
// 依次取出第一个矩形数组的每个矩形实例
rect = rectArray[i];
// 获取到第一个矩形数组中每个矩形元素的属性值
int x1 = rect.left + rectX1;
int y1 = rect.top + rectY1;
int w1 = rect.right - rect.left;
int h1 = rect.bottom - rect.top;
for (int j = 0; j < rect2Array.length; j++) {
// 依次取出第二个矩形数组的每个矩形实例
rect2 = rect2Array[j];
// 获取到第二个矩形数组中每个矩形元素的属性值
int x2 = rect2.left + rectX2;
int y2 = rect2.top + rectY2;
int w2 = rect2.right - rect2.left;
int h2 = rect2.bottom - rect2.top;
// 进行循环遍历两个矩形碰撞数组所有元素之间的位置关系
if (x1 >= x2 && x1 >= x2 + w2) {
} else if (x1 <= x2 && x1 + w1 <= x2) {
} else if (y1 >= y2 && y1 >= y2 + h2) {
} else if (y1 <= y2 && y1 + h1 <= y2) {
} else {
// 只要有一个碰撞矩形数组与另一碰撞矩形数组发生碰撞则认为碰撞
return true;
}
}
}
return false;
}
}