我正在尝试为敌人类创建一个视线。但是,无论玩家与敌人的接近程度如何,或者射线是否通过任何区块进入玩家,它总是返回false。
public virtual bool PlayerInLOS()
{
Vector3 middleOfPlayer = new Vector3(Level.Player.Position.X, Level.Player.Position.Y - Level.Player.BoundingRectangle.Height / 2, 0);
Vector3 middleOfEnemy = new Vector3(Position.X, Position.Y - localBounds.Height / 2, 0);
Vector3 direction = middleOfPlayer - middleOfEnemy;
float distanceToPlayer = Vector3.Distance(middleOfEnemy, middleOfPlayer);
if (direction != Vector3.Zero)
direction.Normalize();
Ray lineOfSight = new Ray(middleOfEnemy, direction);
float? lineToPlayer = lineOfSight.Intersects(Level.Player.BoundingBox);
foreach (BoundingBox box in Level.boundingBoxes)
{
float? distanceToIntersect = lineOfSight.Intersects(box);
if (distanceToIntersect == null)
continue;
else if (distanceToIntersect < visionLength && distanceToIntersect < distanceToPlayer && distanceToIntersect != null)
return false;
}
// Never gets to this part because it always returns before it exits the for loop
if (lineToPlayer < visionLength)
return true;
else return false;
}
有任何想法吗?谢谢。
我最终通过实施一个完全不同的解决方案来解决问题:沿着敌人和玩家之间的距离检查每个Vector2。完美的工作。
public bool CanSeePlayer()
{
Vector2 middleOfPlayer = new Vector2(Level.Player.Position.X, Level.Player.Position.Y - Level.Player.BoundingRectangle.Height / 2);
Vector2 middleOfEnemy = new Vector2(Position.X, Position.Y - localBounds.Height / 2);
Vector2 direction = middleOfPlayer - middleOfEnemy;
float distanceToPlayer = Vector2.Distance(middleOfEnemy, middleOfPlayer);
if (visionLength > distanceToPlayer) // If the enemy can see farther than the player's distance,
{
if (direction != Vector2.Zero)
direction.Normalize();
for (int y = 0; y < Level.tiles.GetLength(1); ++y) // loop through every tile,
{
for (int x = 0; x < Level.tiles.GetLength(0); ++x)
{
if (Level.GetCollision(x, y) != TileCollision.Passable) // and if the block is solid,
{
Vector2 currentPos = middleOfEnemy;
float lengthOfLine = 0.0f;
Rectangle tileRect = new Rectangle(x * Tile.Width, y * Tile.Height, Tile.Width, Tile.Height);
while (lengthOfLine < distanceToPlayer + 1.0f) // check every point along the line
{
currentPos += direction;
if (tileRect.Contains(currentPos)) // to see if the tile contains it.
{
return false;
}
lengthOfLine = Vector2.Distance(middleOfEnemy, currentPos);
}
}
}
}
// If every tile does not contain a single point along the line from the enemy to the player,
return true;
}
return false;
}
如果您需要检查敌人是否在视线范围内,并且在一定距离内您可以尝试此代码。
public static bool InLOS(float AngleDistance, float PositionDistance, Vector2 PositionA, Vector2 PositionB, float AngleB)
{
float AngleBetween = (float)Math.Atan2((PositionA.Y - PositionB.Y), (PositionA.X - PositionB.X));
if ((AngleBetween <= (AngleB + (AngleDistance / 2f / 100f))) && (AngleBetween >= (AngleB - (AngleDistance / 2f / 100f))) && (Vector2.Distance(PositionA, PositionB) <= PositionDistance)) return true;
else return false;
}
学分:https://gamedev.stackexchange.com/questions/26813/xna-2d-line-of-sight-check