J'ai des problèmes avec ma détection de collision. En fait, lorsque je frappe une tuile solide, le corps de mon personnage est déjà à mi-chemin dans la tuile. Voici mon code.
Les propriétés wY et wX sont le positionnement de mon univers de jeu. Pas le positionnement de la scène. dx et dy sont la vitesse à laquelle le personnage se déplace. Ce premier bout de code se trouve dans une boucle de jeu. Le point focal de mon personnage est centré sur l'axe x.
package com.objects
{
import flash.display.MovieClip;
import com.eapi.EngineApi;
import flash.events.Event;
/**
* ...
* @author Anthony Gordon
*/
public class Engine extends EngineApi
{
public var friction:Number = 0.93;
protected var Heros:Array;
public function Engine(w:Number = 540,h:Number = 360, tw:Number = 50, th:Number = 50)
{
super(w, h, tw, th);
Heros = new Array();
}
override protected function loop(e:Event):void
{
UpdateObjects();
Rules();
CheckHero();
UpDateMap();
}
public function AddHero(g:GameObject):void
{
Heros.push(g);
}
protected function Rules():void
{
//Everything Has friction
for (var i:Number = 0; i < gameObjects.length; i++)
{
var char:GameObject = GameObject(gameObjects[i]);
char.dx *= friction;
//char.dy *= friction;
//Below is the tile positioning of my character
var cgridx:Number = Math.floor(char.wX / tileW);
var cgridy:Number = Math.floor(char.wY/ tileH);
//This is the tile in front of the character
var nextx:Number = Math.floor((char.wX + char.dx) / tileW);
var nexty:Number = Math.floor((char.wY + char.dy) / tileH);
//We assume the character is in the air before we figure it to be false
char.onGround = false;
//I am about to remove the vars from cgrid below. Keep a look out for issues in the future
if (mapHolder[currentMap][nexty][cgridx] == 0 || mapHolder[currentMap][nexty][cgridx] == 2)
{
//If character is falling down
if (char.dy > 0)
{
char.wY = (nexty * tileH) - 1;
cgridy = Math.floor(char.wY / tileH);
char.dy = 0;
char.onGround = true;
}
else if (char.dy < 0)//If character is going up
{
char.wY = (nexty * tileH) + (tileH + 1);
cgridy = Math.floor(char.wY / tileH);
char.dy = 0;
}
}
//mapHolder is a array that holds an array of maps and their tile numbers
if (mapHolder[currentMap][cgridy][nextx] == 2)
{
if (char.dx > 0)//if character is going right
{
char.wX = ((nextx * tileW) - 1);
}
else if (char.dx < 0)// if character is going left
{
char.wX = (nextx * tileW) + (tileW + 1);
}
char.dx = 0;
}
//if character is not on ground then keep faling
if (char.onGround == false)
{
char.dy += .9;
if (char.dy > 30) char.dy = 5;
}
}
}
protected function CheckHero():void
{
var char:Hero = Heros[0];
char.x = char.wX - offsX;
char.y = char.wY - offsY;
if (char.wX < 0)
{
char.wX = 0;
char.dx = 0;
}
if (char.wY < 0)
{
char.wY = 0;
char.dy = 0;
}
offsX = char.wX - (vWidth/2);
offsY = char.wY - (vHeight/2);
if (offsX < 0)
{
offsX = 0;
}
if (offsY < 0)
{
offsY = 0;
}
//If screen hits the world END STOP!!!
if ((offsX + vWidth) > wWidth)
{
offsX = (wWidth - vWidth);
}
if ((offsY + vHeight) > wHeight)
{
offsY = (wHeight - vHeight);
}
/////
//If char hits the end, Stop!!
if (char.wX > wWidth)
{
char.wX = char.wX - wWidth;
char.wX = wWidth;
}
}
}
}
Voici la classe de mon personnage
package com.objects
{
import flash.display.MovieClip;
import flash.events.*;
/**
* ...
* @author Anthony Gordon
*/
[Embed(source='../../../bin/Assets.swf', symbol='Hero')]
public class Hero extends GameObject
{
private var aKeyPress:Array;
private var jumpDisabled:Boolean = false;
public function Hero()
{
wY = 150;
wX = 90;
speed = .5;
aKeyPress = new Array();
TheGame.sr.addEventListener(KeyboardEvent.KEY_DOWN, keyDownListener);
TheGame.sr..addEventListener(KeyboardEvent.KEY_UP,keyUpListener);
}
private function keyDownListener(e:KeyboardEvent):void {
//trace("down e.keyCode=" + e.keyCode);
aKeyPress[e.keyCode]=true;
}
private function keyUpListener(e:KeyboardEvent):void {
//trace("up e.keyCode=" + e.keyCode);
aKeyPress[e.keyCode]=false;
}
override public function UpdateObject():void
{
Controls();
updatePosition();
}
private function Controls():void
{
wX += dx;
wY += dy;
if (aKeyPress[38])//Key press up
;//vy -= speed;
else if (aKeyPress[40])//Key press down
;//dy += speed;
if (aKeyPress[37])//left
dx -= speed;
else if (aKeyPress[39])//Right
dx += speed;
if (aKeyPress[32]){//space
jump();
}
}//End Controls
private function jump():void
{
if (!jumpDisabled)
{
if (onGround)
{
dy = -15;
jumpDisabled = true;
}
}
else
{
jumpDisabled = false;
}
}
}
}