Java中两个图像之间的碰撞检测

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时间:2020-08-11 13:35:48  来源:igfitidea点击:

Collision Detection between two images in Java

javacollision-detection

提问by Mike B

I have two characters displayed in a game I am writing, the player and the enemy. defined as such:

我正在编写的游戏中显示了两个角色,玩家和敌人。定义如下:

public void player(Graphics g) {
    g.drawImage(plimg, x, y, this);
}

public void enemy(Graphics g) {
    g.drawImage(enemy, 200, 200, this);
}

Then called with:

然后调用:

player(g);
enemy(g);

I am able to move player() around with the keyboard, but I am at a loss when trying to detect a collision between the two. A lot of people have said to use Rectangles, but being a beginner I cannot see how I would link this into my existing code. Can anyone offer some advice for me?

我可以用键盘移动 player() ,但是在尝试检测两者之间的碰撞时我不知所措。很多人都说要使用矩形,但作为初学者,我不知道如何将其链接到我现有的代码中。谁能给我一些建议?

采纳答案by FlySwat

I think your problem is that you are not using good OO design for your player and enemies. Create two classes:

我认为你的问题是你没有为你的玩家和敌人使用好的 OO 设计。创建两个类:

public class Player
{
    int X;
    int Y;
    int Width;
    int Height;

    // Getters and Setters
}

public class Enemy
{
    int X;
    int Y;
    int Width;
    int Height;

    // Getters and Setters
}

Your Player should have X,Y,Width,and Height variables.

你的播放器应该有 X、Y、Width 和 Height 变量。

Your enemies should as well.

你的敌人也应该如此。

In your game loop, do something like this (C#):

在您的游戏循环中,执行以下操作 (C#):

foreach (Enemy e in EnemyCollection)
{
    Rectangle r = new Rectangle(e.X,e.Y,e.Width,e.Height);
    Rectangle p = new Rectangle(player.X,player.Y,player.Width,player.Height);

    // Assuming there is an intersect method, otherwise just handcompare the values
    if (r.Intersects(p))
    {
       // A Collision!
       // we know which enemy (e), so we can call e.DoCollision();
       e.DoCollision();
    }
}

To speed things up, don't bother checking if the enemies coords are offscreen.

为了加快速度,不要费心检查敌人的坐标是否在屏幕外。

回答by Tablet

Use a rectangle to surround each player and enemy, the height and width of the rectangles should correspond to the object you're surrounding, imagine it being in a box only big enough to fit it.

使用矩形围绕每个玩家和敌人,矩形的高度和宽度应与您周围的对象相对应,想象它在一个大小足以容纳它的盒子中。

Now, you move these rectangles the same as you do the objects, so they have a 'bounding box'

现在,您像移动对象一样移动这些矩形,因此它们有一个“边界框”

I'm not sure if Java has this, but it might have a method on the rectangle object called .intersects() so you'd do if(rectangle1.intersectS(rectangle2) to check to see if an object has collided with another.

我不确定 Java 是否有这个,但它可能在矩形对象上有一个名为 .intersects() 的方法,所以你会做 if(rectangle1.intersectS(rectangle2) 来检查一个对象是否与另一个对象发生碰撞。

Otherwise you can get the x and y co-ordinates of the boxes and using the height/width of them detect whether they've intersected yourself.

否则,您可以获得盒子的 x 和 y 坐标,并使用它们的高度/宽度检测它们是否与自己相交。

Anyway, you can use that to either do an event on intersection (make one explode, or whatever) or prevent the movement from being drawn. (revert to previous co-ordinates)

无论如何,您可以使用它来在交叉点上执行事件(使一个爆炸或其他任何事情)或阻止移动被绘制。(恢复到以前的坐标)

edit: here we go

编辑:我们开始

boolean

布尔值

intersects(Rectangle r) Determines whether or not this Rectangle and the specified Rectangle intersect.

intersects(Rectangle r) 确定此 Rectangle 与指定的 Rectangle 是否相交。

So I would do (and don't paste this code, it most likely won't work, not done java for a long time and I didn't do graphics when I did use it.)

所以我会做(并且不要粘贴此代码,它很可能不起作用,很长时间没有做过java,而且我在使用它时没有做图形。)

Rectangle rect1 = new Rectangle(player.x, player.y, player.width, player.height);

Rectangle rect2 = new Rectangle(enemy.x, enemy.y, enemy.width, enemy.height);

//detects when the two rectangles hit
if(rect1.intersects(rect2))
{

System.out.println("game over, g");
}

obviously you'd need to fit that in somewhere.

显然你需要把它放在某个地方。

回答by Karl

You don't want to have the collision check code inside the painting code. The painting needs to be fast. Collision can go in the game loop. Therefore you need an internal representation of the objects independent of their sprites.

您不想在绘画代码中包含碰撞检查代码。绘画需要快速。碰撞可以进入游戏循环。因此,您需要独立于其精灵的对象的内部表示。

回答by Dalin Seivewright

Since Java doesn't have an intersect function (really!?) you can do collision detection by simply comparying the X and Y, Width and Height values of the bounding boxes (rectangle) for each of the objects that could potentially collide.

由于 Java 没有相交函数(真的!?),您可以通过简单地比较每个可能发生碰撞的对象的边界框(矩形)的 X 和 Y、宽度和高度值来进行碰撞检测。

So... in the base object of each colliding object... i.e. if your player and enemy have a common base you can put a simple Rectangle object called something like BoundingBox. If the common base is a built in Java class then you'll need to create a class that extends the build in class and have the player and enemy objects extend your new class or are instances of that class.

所以...在每个碰撞对象的基础对象中...也就是说,如果您的玩家和敌人有一个共同的基础,您可以放置​​一个简单的矩形对象,称为 BoundingBox 之类的东西。如果公共基础是内置 Java 类,那么您需要创建一个类来扩展内置类,并使玩家和敌人对象扩展您的新类或该类的实例。

At creation (and each tick or update) you'll need to set the BoundingBox paremeters for both your player and enemy. I don't have the Rectangle class infront of me but its most likely something like X, Y, Width and finally Height. X and Y are that objects location in your game world. The width and height are self explanatory I think. They'll most likely come out from the right of the players location though so, if the X and Y were bothe at 0 and your Width and Height were both at 256 you wouldn't see anything because the character would be at the top left outside of the screen.

在创建(以及每次滴答或更新)时,您需要为玩家和敌人设置 BoundingBox 参数。我面前没有 Rectangle 类,但它最有可能是 X、Y、Width 和最后的 Height。X 和 Y 是游戏世界中的对象位置。我认为宽度和高度是不言自明的。它们很可能会从玩家位置的右侧出来,但如果 X 和 Y 都在 0 并且您的宽度和高度都在 256,您将看不到任何东西,因为角色将在左上角画面之外。

Anyways... to detect a collision, you'll want to compare the attributes of the player and enemy BoundingBoxes. So something like this...

无论如何......要检测碰撞,您需要比较玩家和敌人 BoundingBoxes 的属性。所以像这样的事情......

 if( Player.BoundingBox.X = Enemy.BoundingBox.X && If( Player.BoundingBox.Y = Enemy.BoundingBox.Y )
 {
      //Oh noes!  The enemy and player are on top of eachother.
 }

The logic can get sort of complicated but you'll need to compare the distances between each BoundingBox and compare locations.

逻辑可能会变得有点复杂,但您需要比较每个 BoundingBox 之间的距离并比较位置。

回答by OscarRyz

Here's a useful of an open source game that uses a lot of collisions: http://robocode.sourceforge.net/

这是一个使用大量碰撞的开源游戏的有用信息:http: //robocode.sourceforge.net/

You may take a look at the code and complement with the answers written here.

您可以查看代码并补充此处编写的答案。

回答by Aaron Digulla

First, use the bounding boxes as described by Jonathan Hollandto find if you may have a collision.

首先,使用Jonathan Holland描述的边界框来确定是否可能发生碰撞。

From the (multi-color) sprites, create black and white versions. You probably already have these if your sprites are transparent (i.e. there are places which are inside the bounding box but you can still see the background). These are "masks".

从(多色)精灵创建黑色和白色版本。如果您的精灵是透明的,您可能已经拥有这些(即边界框内有一些地方,但您仍然可以看到背景)。这些是“面具”。

Use Image.getRGB()on the mask to get at the pixels. For each pixel which isn't transparent, set a bit in an integer array (playerArrayand enemyArraybelow). The size of the array is heightif width <= 32pixels, (width+31)/32*heightotherwise. The code below is for width <= 32.

Image.getRGB()在蒙版上使用以获取像素。对于每个不透明的像素,在整数数组(playerArrayenemyArray以下)中设置一个位。该数组的大小是height如果width <= 32像素,(width+31)/32*height否则。下面的代码适用于width <= 32.

If you have a collision of the bounding boxes, do this:

如果边界框发生碰撞,请执行以下操作:

// Find the first line where the two sprites might overlap
int linePlayer, lineEnemy;
if (player.y <= enemy.y) {
    linePlayer = enemy.y - player.y;
    lineEnemy = 0;
} else {
    linePlayer = 0;
    lineEnemy = player.y - enemy.y;
}
int line = Math.max(linePlayer, lineEnemy);

// Get the shift between the two
x = player.x - enemy.x;
int maxLines = Math.max(player.height, enemy.height);
for ( line < maxLines; line ++) {
    // if width > 32, then you need a second loop here
    long playerMask = playerArray[linePlayer];
    long enemyMask = enemyArray[lineEnemy];
    // Reproduce the shift between the two sprites
    if (x < 0) playerMask << (-x);
    else enemyMask << x;
    // If the two masks have common bits, binary AND will return != 0
    if ((playerMask & enemyMask) != 0) {
        // Contact!
    }

}

Links: JGame, Framework for Small Java Games

链接:JGame小型 Java 游戏框架

回答by tyler

Here's the main class from my collision detection program.
You can see it run at: http://www.youtube.com/watch?v=JIXhCvXgjsQ

这是我的碰撞检测程序的主类。
您可以在以下位置看到它运行:http: //www.youtube.com/watch?v=JIXhCvXgjsQ

/**
 *
 * @author Tyler Griffin
 */
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.GraphicsDevice.*;
import java.util.ArrayList;
import java.awt.Graphics;
import java.awt.geom.Line2D;


public class collision extends JFrame implements KeyListener, MouseMotionListener, MouseListener
{
    ArrayList everything=new ArrayList<tile>();

    int time=0, x, y, width, height, up=0, down=0, left=0, right=0, mouse1=0, mouse2=0;
    int mouseX, mouseY;

    GraphicsEnvironment environment = GraphicsEnvironment.getLocalGraphicsEnvironment();
    GraphicsDevice screen = environment.getDefaultScreenDevice();
    DisplayMode displayMode = screen.getDisplayMode();

    //private BufferStrategy strategy;

    JLayeredPane pane = new JLayeredPane();

     tile Tile;
     circle Circle;
     rectangle Rectangle;

         textPane text;

    public collision()
    {
        setUndecorated(screen.isFullScreenSupported());
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        setVisible(true);
        setLayout(null);
        setResizable(false);
        screen.setFullScreenWindow(this);


        width=displayMode.getWidth();
        height=displayMode.getHeight();


          Circle=new circle(-(int)Math.round((double)height/7*2),-(int)Math.round((double)height/7*2),(int)Math.round((double)height/7*.85),this);
          Rectangle=new rectangle(-(int)Math.round((double)height/7*1.5),-(int)Math.round((double)height/7*1.5),(int)Math.round((double)height/7*1.5),(int)Math.round((double)height/7*1.5),this);
          Tile=Circle;
          Tile.move(mouseX-Tile.width/2, mouseY-Tile.height/2);
                  text=new textPane(0,0,width,height,this);

          everything.add(new circle((int)Math.round((double)width/100*75),(int)Math.round((double)height/100*15),(int)Math.round((double)width/100*10),this));
                  everything.add(new rectangle((int)Math.round((double)width/100*70),(int)Math.round((double)height/100*60),(int)Math.round((double)width/100*20),(int)Math.round((double)height/100*20),this));
                  //everything.add(new line(750,250,750,750,this));
                  /*everything.add(new line(width/700*419,height/700*68,width/700*495,height/700*345,this));
                  everything.add(new line(width/700*495,height/700*345,width/700*749,height/700*350,this));
                  everything.add(new line(width/700*749,height/700*350,width/700*549,height/700*519,this));
                  everything.add(new line(width/700*549,height/700*519,width/700*624,height/700*800,this));
                  everything.add(new line(width/700*624,height/700*800,width/700*419,height/700*638,this));
                  everything.add(new line(width/700*419,height/700*638,width/700*203,height/700*800,this));
                  everything.add(new line(width/700*203,height/700*800,width/700*279,height/700*519,this));
                  everything.add(new line(width/700*279,height/700*519,width/700*76,height/700*350,this));
                  everything.add(new line(width/700*76,height/700*350,width/700*333,height/700*345,this));
                  everything.add(new line(width/700*333,height/700*345,width/700*419,height/700*68,this));

                  everything.add(new line(width/950*419,height/700*68,width/950*624,height/700*800,this));
                  everything.add(new line(width/950*419,height/700*68,width/950*203,height/700*800,this));
                  everything.add(new line(width/950*76,height/700*350,width/950*624,height/700*800,this));
                  everything.add(new line(width/950*203,height/700*800,width/950*749,height/700*350,this));
                  everything.add(new rectangle(width/950*76,height/700*350,width/950*673,1,this));*/

                  everything.add(new line((int)Math.round((double)width/1350*419),(int)Math.round((double)height/1000*68),(int)Math.round((double)width/1350*624),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*419),(int)Math.round((double)height/1000*68),(int)Math.round((double)width/1350*203),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*76),(int)Math.round((double)height/1000*350),(int)Math.round((double)width/1350*624),(int)Math.round((double)height/1000*800),this));
                  everything.add(new line((int)Math.round((double)width/1350*203),(int)Math.round((double)height/1000*800),(int)Math.round((double)width/1350*749),(int)Math.round((double)height/1000*350),this));
                  everything.add(new rectangle((int)Math.round((double)width/1350*76),(int)Math.round((double)height/1000*350),(int)Math.round((double)width/1350*673),1,this));


        addKeyListener(this);
        addMouseMotionListener(this);
        addMouseListener(this);
    }

    public void keyReleased(KeyEvent e)
    {
        Object source=e.getSource();

        int released=e.getKeyCode();

        if (released==KeyEvent.VK_A){left=0;}
        if (released==KeyEvent.VK_W){up=0;}
        if (released==KeyEvent.VK_D){right=0;}
        if (released==KeyEvent.VK_S){down=0;}
    }//end keyReleased


    public void keyPressed(KeyEvent e)
    {
        Object source=e.getSource();

        int pressed=e.getKeyCode();

        if (pressed==KeyEvent.VK_A){left=1;}
        if (pressed==KeyEvent.VK_W){up=1;}
        if (pressed==KeyEvent.VK_D){right=1;}
        if (pressed==KeyEvent.VK_S){down=1;}

        if (pressed==KeyEvent.VK_PAUSE&&pressed==KeyEvent.VK_P)
        {
            //if (paused==0){paused=1;}
            //else paused=0;
        }
    }//end keyPressed

    public void keyTyped(KeyEvent e){}

//***********************************************************************************************

    public void mouseDragged(MouseEvent e)
    {
        mouseX=(e.getX());
        mouseY=(e.getY());

          //run();
    }

    public void mouseMoved(MouseEvent e)
    {
        mouseX=(e.getX());
        mouseY=(e.getY());

          //run();
    }

//***********************************************************************************************

    public void mousePressed(MouseEvent e)
    {
        if(e.getX()==0 && e.getY()==0){System.exit(0);}

    mouseX=(e.getX()+x);
        mouseY=(e.getY()+y);

        if(Tile instanceof circle)
        {
                Circle.move(0-Circle.width, 0-Circle.height);
                Circle.setBounds(Circle.x, Circle.y, Circle.width, Circle.height);
                Tile=Rectangle;
        }
        else
        {
                Rectangle.move(0-Rectangle.width, 0-Rectangle.height);
                Rectangle.setBounds(Rectangle.x, Rectangle.y, Rectangle.width, Rectangle.height);
                Tile=Circle;
        }

        Tile.move(mouseX-Tile.width/2, mouseY-Tile.height/2);
    }

    public void mouseReleased(MouseEvent e)
    {
         //run();
    }

    public void mouseEntered(MouseEvent e){}
    public void mouseExited(MouseEvent e){}

    public void mouseClicked(MouseEvent e){}

//***********************************************************************************************

    public void run()//run collision detection
    {
        while (this == this)
        {
            Tile.move(Tile.x + ((mouseX - (Tile.x + (Tile.width / 2))) / 10), Tile.y + ((mouseY - (Tile.y + (Tile.height / 2))) / 10));
            //Tile.move((mouseX - Tile.width / 2), mouseY - (Tile.height / 2));

            for (int i = 0; i < everything.size(); i++)
            {
                tile Temp = (tile) everything.get(i);

                if (Temp.x < (Tile.x + Tile.width) && (Temp.x + Temp.width) > Tile.x && Temp.y < (Tile.y + Tile.height) && (Temp.y + Temp.height) > Tile.y)//rectangles collided
                {
                    if (Temp instanceof rectangle)
                    {
                        if (Tile instanceof rectangle){rectangleRectangle(Temp);}
                        else {circleRectangle(Temp);}//Tile instanceof circle
                    }
                    else
                    {
                        if (Temp instanceof circle)
                        {
                            if (Tile instanceof rectangle) {rectangleCircle(Temp);}
                            else {circleCircle(Temp);}
                        }
                        else//line
                        {
                            if (Tile instanceof rectangle){rectangleLine(Temp);}
                            else{circleLine(Temp);}
                        }
                    }
                }//end if
            }//end for

            try {Thread.sleep(16L);}
            catch (Exception e) {}

            Tile.setBounds(Tile.x, Tile.y, Tile.width, Tile.height);
            //Rectangle.setBounds(x, y, width, height);
            //Circle.setBounds(x, y, width, height);
            repaint();

            text.out=" ";
        }//end while loop
    }//end run

//***************************************special collision detection/handling functions************************************************

    void rectangleRectangle(tile Temp)
    {
        int lapTop, lapBot, lapLeft, lapRight, small, scootX=0, scootY=0;

        lapTop=(Temp.y+Temp.height)-Tile.y;
        lapBot=(Tile.y+Tile.height)-Temp.y;
        lapLeft=(Temp.x+Temp.width)-Tile.x;
        lapRight=(Tile.x+Tile.width)-Temp.x;

        small=999999999;

        if (lapTop<small){small=lapTop; scootX=0; scootY=lapTop;}
        if (lapBot<small){small=lapBot; scootX=0; scootY=lapBot*-1;}
                if (lapLeft<small){small=lapLeft; scootX=lapLeft; scootY=0;}
                if (lapRight<small){small=lapRight; scootX=lapRight*-1; scootY=0;}

        Tile.move(Tile.x+scootX, Tile.y+scootY);text.out="collision detected!";
    }



    void circleRectangle(tile Temp)
    {
        if((Tile.x+Tile.width/2<=Temp.x+Temp.width && Tile.x+Tile.width/2>=Temp.x)||(Tile.y+Tile.height/2>=Temp.y && Tile.y+Tile.height/2<=Temp.y+Temp.height))
        {
            rectangleRectangle(Temp);
        }
        else//push from nearest corner
        {
            int x,y;
            if(Tile.x+Tile.width/2>Temp.x+Temp.width && Tile.y+Tile.height/2<Temp.y){x=Temp.x+Temp.width; y=Temp.y;}
            else if(Tile.x+Tile.width/2<Temp.x && Tile.y+Tile.height/2<Temp.y){x=Temp.x; y=Temp.y;}
            else if(Tile.x+Tile.width/2>Temp.x+Temp.width && Tile.y+Tile.height/2>Temp.y+Temp.height){x=Temp.x+Temp.width; y=Temp.y+Temp.height;}
            else {x=Temp.x; y=Temp.y+Temp.height;}

            double distance = Math.sqrt(Math.pow(Tile.x+(Tile.width/2) - x, 2) + Math.pow(Tile.y+(Tile.height/2) - y, 2));

            if((int)Math.round(distance)<Tile.height/2)
            {
                             double normY = ((Tile.y+(Tile.height/2) - y) / distance);
                             double normX = ((Tile.x+(Tile.width/2) - x) / distance);

                            Tile.move(x-Tile.width/2+(int)Math.round(normX*((Tile.width/2))) , y-Tile.height/2+(int)Math.round(normY*((Tile.height/2))));text.out="collision detected!";
            }
        }
    }



    void rectangleCircle(tile Temp)
    {
        if((Temp.x+Temp.width/2<=Tile.x+Tile.width && Temp.x+Temp.width/2>=Tile.x)||(Temp.y+Temp.height/2>=Tile.y && Temp.y+Temp.height/2<=Tile.y+Tile.height))
        {
            rectangleRectangle(Temp);
        }
        else//push from nearest corner
        {
            int x,y;
            if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2<Tile.y){x=Tile.x+Tile.width; y=Tile.y;}
            else if(Temp.x+Temp.width/2<Tile.x && Temp.y+Temp.height/2<Tile.y){x=Tile.x; y=Tile.y;}
            else if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2>Tile.y+Tile.height){x=Tile.x+Tile.width; y=Tile.y+Tile.height;}
            else {x=Tile.x; y=Tile.y+Tile.height;}

            double distance = Math.sqrt(Math.pow(Temp.x+(Temp.width/2) - x, 2) + Math.pow(Temp.y+(Temp.height/2) - y, 2));

            if((int)Math.round(distance)<Temp.height/2)
            {
             double normY = ((Temp.y+(Temp.height/2) - y) / distance);
             double normX = ((Temp.x+(Temp.width/2) - x) / distance);

             if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2<Tile.y){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2)))-Tile.width,(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2))));text.out="collision detected!";}
                else if(Temp.x+Temp.width/2<Tile.x && Temp.y+Temp.height/2<Tile.y){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2))),(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2))));text.out="collision detected!";}
                else if(Temp.x+Temp.width/2>Tile.x+Tile.width && Temp.y+Temp.height/2>Tile.y+Tile.height){Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2)))-Tile.width,(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2)))-Tile.height);text.out="collision detected!";}
                else {Tile.move((Temp.x+Temp.width/2)-(int)Math.round(normX*((Temp.width/2))),(Temp.y+Temp.height/2)-(int)Math.round(normY*((Temp.height/2)))-Tile.height);text.out="collision detected!";}
            }
        }
    }




    void circleCircle(tile Temp)
    {
        double distance = Math.sqrt(Math.pow((Tile.x+(Tile.width/2)) - (Temp.x+(Temp.width/2)),2) + Math.pow((Tile.y+(Tile.height/2)) - (Temp.y+(Temp.height/2)), 2));

        if((int)distance<(Tile.width/2+Temp.width/2))
        {
                        double normX = ((Tile.x+(Tile.width/2)) - (Temp.x+(Temp.width/2))) / distance;
                        double normY = ((Tile.y+(Tile.height/2)) - (Temp.y+(Temp.height/2))) / distance;

            Tile.move((Temp.x+(Temp.width/2))+(int)Math.round(normX*(Tile.width/2+Temp.width/2))-(Tile.width/2) , (Temp.y+(Temp.height/2))+(int)Math.round(normY*(Tile.height/2+Temp.height/2))-(Tile.height/2));text.out="collision detected!";
        }
    }



    void circleLine(tile Temp)
    {
            line Line=(line)Temp;

            if (Line.x1 < (Tile.x + Tile.width) && (Line.x1) > Tile.x && Line.y1 < (Tile.y + Tile.height) && Line.y1 > Tile.y)//circle may be hitting one of the end points
            {
                rectangle rec=new rectangle(Line.x1, Line.y1, 1, 1, this);
                circleRectangle(rec);
                remove(rec);
            }

            if (Line.x2 < (Tile.x + Tile.width) && (Line.x2) > Tile.x && Line.y2 < (Tile.y + Tile.height) && Line.y2 > Tile.y)//circle may be hitting one of the end points
            {
                rectangle rec=new rectangle(Line.x2, Line.y2, 1, 1, this);
                circleRectangle(rec);
                remove(rec);
            }


            int x1=0, y1=0, x2=Tile.x+(Tile.width/2), y2=Tile.y+(Tile.height/2);

            x1=Tile.x+(Tile.width/2)-Line.height;//(int)Math.round(Line.xNorm*1000);
            x2=Tile.x+(Tile.width/2)+Line.height;
            if(Line.posSlope)
            {
                y1=Tile.y+(Tile.height/2)-Line.width;
                y2=Tile.y+(Tile.height/2)+Line.width;
            }
            else
            {
                y1=Tile.y+(Tile.height/2)+Line.width;
                y2=Tile.y+(Tile.height/2)-Line.width;
            }

            Point point=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

            if (point.x < (Line.x + Line.width) && point.x > Line.x && point.y < (Line.y + Line.height) && point.y > Line.y)//line intersects within line segment
            {
                //if(point!=null){System.out.println(point.x+","+point.y);}
                double distance = Math.sqrt(Math.pow((Tile.x+(Tile.width/2)) - point.x,2) + Math.pow((Tile.y+(Tile.width/2)) - point.y, 2));

                if((int)distance<Tile.width/2)
                {
                    //System.out.println("hit");
                    double normX = ((Tile.x+(Tile.width/2)) - point.x) / distance;
                    double normY = ((Tile.y+(Tile.height/2)) - point.y) / distance;

                    Tile.move((point.x)+(int)Math.round(normX*(Tile.width/2))-(Tile.width/2) , (point.y)+(int)Math.round(normY*(Tile.height/2))-(Tile.height/2));text.out="collision detected!";
                    //System.out.println(point.x+","+point.y);
                }
            }

            //new bullet(this, (int)Math.round(tryX), (int)Math.round(tryY));
    }

        void rectangleLine(tile Temp)
    {
            line Line=(line)Temp;
            if(new Line2D.Double(Line.x1,Line.y1,Line.x2,Line.y2).intersects(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height)))
            {
                if (Line.x1 < (Tile.x + Tile.width) && (Line.x1) > Tile.x && Line.y1 < (Tile.y + Tile.height) && Line.y1 > Tile.y)//circle may be hitting one of the end points
                {
                    rectangle rec=new rectangle(Line.x1, Line.y1, 1, 1, this);
                    rectangleRectangle(rec);
                    remove(rec);
                }

                if (Line.x2 < (Tile.x + Tile.width) && (Line.x2) > Tile.x && Line.y2 < (Tile.y + Tile.height) && Line.y2 > Tile.y)//circle may be hitting one of the end points
                {
                    rectangle rec=new rectangle(Line.x2, Line.y2, 1, 1, this);
                    rectangleRectangle(rec);
                    remove(rec);
                }

                if(Line.posSlope)//positive sloped line
                {
                    //first we'll do the top left corner
                    int x1=Tile.x-Line.height;
                    int x2=Tile.x+Line.height;
                    int y1=Tile.y-Line.width;
                    int y2=Tile.y+Line.width;
                    Point topPoint=new Point(-99,-99), botPoint=new Point(-99,-99);
                    double topDistance=0, botDistance=0;

                    topPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    topDistance = Math.sqrt(Math.pow(Tile.x - topPoint.x,2) + Math.pow(Tile.y - topPoint.y, 2));

                    //new let's do the bottom right corner
                    x1=Tile.x+Tile.width-Line.height;
                    x2=Tile.x+Tile.width+Line.height;
                    y1=Tile.y+Tile.height-Line.width;
                    y2=Tile.y+Tile.height+Line.width;

                    botPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    botDistance = Math.sqrt(Math.pow((Tile.x+Tile.width) - botPoint.x,2) + Math.pow((Tile.y+Tile.height) - botPoint.y, 2));


                    if(topDistance<botDistance)
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(topPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(topPoint))
                        {
                            Tile.move(topPoint.x,topPoint.y);text.out="collision detected!";
                        }
                    }
                    else
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(botPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(botPoint))
                        {
                            Tile.move(botPoint.x-Tile.width,botPoint.y-Tile.height);text.out="collision detected!";
                        }
                    }
                }
                else//negative sloped lne
                {
                    //first we'll do the top right corner
                    int x1=Tile.x+Tile.width-Line.height;
                    int x2=Tile.x+Tile.width+Line.height;
                    int y1=Tile.y+Line.width;
                    int y2=Tile.y-Line.width;
                    Point topPoint=new Point(-99,-99), botPoint=new Point(-99,-99);
                    double topDistance=0, botDistance=0;

                    topPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    topDistance = Math.sqrt(Math.pow(Tile.x + Tile.width - topPoint.x,2) + Math.pow(Tile.y - topPoint.y, 2));

                    //new let's do the bottom left corner
                    x1=Tile.x-Line.height;
                    x2=Tile.x+Line.height;
                    y1=Tile.y+Tile.height+Line.width;
                    y2=Tile.y+Tile.height-Line.width;

                    botPoint=intersection((double)x1,(double)y1,(double)x2,(double)y2,(double)Line.x1,(double)Line.y1,(double)Line.x2,(double)Line.y2);//find intersection

                    botDistance = Math.sqrt(Math.pow(Tile.x - botPoint.x,2) + Math.pow((Tile.y+Tile.height) - botPoint.y, 2));


                    if(topDistance<botDistance)
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(topPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(topPoint))
                        {
                            Tile.move(topPoint.x-Tile.width,topPoint.y);text.out="collision detected!";
                        }
                    }
                    else
                    {
                        if(new Rectangle(Tile.x,Tile.y,Tile.width,Tile.height).contains(botPoint) && new Rectangle(Line.x,Line.y,Line.width,Line.height).contains(botPoint))
                        {
                            Tile.move(botPoint.x,botPoint.y-Tile.height);text.out="collision detected!";
                        }
                    }
                }
            }
    }

       public Point intersection(double x1, double y1, double x2, double y2,double x3, double y3, double x4, double y4)//I didn't write this. got it from http://www.ahristov.com/tutorial/geometry-games/intersection-lines.html (I altered it)
       {
            double d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);

            double xi = ((x3 - x4) * (x1 * y2 - y1 * x2) - (x1 - x2) * (x3 * y4 - y3 * x4)) / d;
            double yi = ((y3 - y4) * (x1 * y2 - y1 * x2) - (y1 - y2) * (x3 * y4 - y3 * x4)) / d;

            int x=(int)Math.round(xi);
            int y=(int)Math.round(yi);

            return new Point(x, y);
        }

//***************************************************************************************

    public static void main(String[] args)
    {
        final collision Collision=new collision();
          Collision.run();
    }//end main
}//end class

回答by johnny

is there a problem with:

是否有问题:

Rectangle box1 = new Rectangle(100,100,100,100);
Rectangle box2 = new Rectangle(200,200,100,100);

// what this means is if any pixel in box2 enters (hits) box1
if (box1.contains(box2)) 
{
     // collision occurred
}

// your code for moving the boxes 



this can also be applied to circles:

这也可以应用于圆圈:

Ellipse2D.Double ball1 = new Ellipse2D.Double(100,100,200,200);
Ellipse2D.Double ball2 = new Ellipse2D.Double(400,100,200,200);

// what this means is if any pixel on the circumference in ball2 touches (hits)
// ball1
    if (ball1.contains(ball2)) 
    {
         // collision occurred
    }

    // your code for moving the balls



to check whether youve hit the edge of a screen you could use the following:



要检查您是否碰到了屏幕的边缘,您可以使用以下命令:

Rectangle screenBounds = jpanel.getBounds();
Ellipse2D.Double ball = new Ellipse2D.Double(100,100,200,200);  // diameter 200
Rectangle ballBounds = ball.getBounds();

if (!screenBounds.contains(ballBounds))
{
// the ball touched the edge of the screen
}

回答by Yashwanth Dornala

No need to use rectangles ... compare the coordinates of 2 players constantly.

无需使用矩形...不断比较 2 个玩家的坐标。

like if(x1===x&&y1==y)remember to increase the range of x when ur comparing.

if(x1===x&&y1==y)切记增加x的范围时,乌尔比较。

if ur rectangle width is 30 take as if (x1>x&&x2>x+30)..likewise y

如果你的矩形宽度是 30 取为if (x1>x&&x2>x+30)..likewise y