Contoh yang diberikan oleh Microsoft tampaknya seolah-olah deteksi tabrakan (dari apa yang bisa saya lihat) akan memiliki kesalahan kecil. Ketika pengguna bertabrakan dengan ubin yang tidak bisa dilewati, kedalaman persimpangan dihitung. Semakin kecil nilai kedalaman X dan Y digunakan untuk memperbaiki posisi pengguna sehingga tidak lagi bertabrakan dengan ubin. Tetapi jika pengguna bepergian secara diagonal apakah ini dapat menyebabkan pengguna tidak berakhir tepat pada titik di mana karakter pertama kali akan bertabrakan dengan ubin?
Saya mungkin salah, tapi itulah cara saya melihatnya.
private void HandleCollisions()
{
// Get the player's bounding rectangle and find neighboring tiles.
Rectangle bounds = BoundingRectangle;
int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width);
int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1;
int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height);
int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1;
// Reset flag to search for ground collision.
isOnGround = false;
// For each potentially colliding tile,
for (int y = topTile; y <= bottomTile; ++y)
{
for (int x = leftTile; x <= rightTile; ++x)
{
// If this tile is collidable,
TileCollision collision = Level.GetCollision(x, y);
if (collision != TileCollision.Passable)
{
// Determine collision depth (with direction) and magnitude.
Rectangle tileBounds = Level.GetBounds(x, y);
Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds);
if (depth != Vector2.Zero)
{
float absDepthX = Math.Abs(depth.X);
float absDepthY = Math.Abs(depth.Y);
// Resolve the collision along the shallow axis.
if (absDepthY < absDepthX || collision == TileCollision.Platform)
{
// If we crossed the top of a tile, we are on the ground.
if (previousBottom <= tileBounds.Top)
isOnGround = true;
// Ignore platforms, unless we are on the ground.
if (collision == TileCollision.Impassable || IsOnGround)
{
// Resolve the collision along the Y axis.
Position = new Vector2(Position.X, Position.Y + depth.Y);
// Perform further collisions with the new bounds.
bounds = BoundingRectangle;
}
}
else if (collision == TileCollision.Impassable) // Ignore platforms.
{
// Resolve the collision along the X axis.
Position = new Vector2(Position.X + depth.X, Position.Y);
// Perform further collisions with the new bounds.
bounds = BoundingRectangle;
}
}
}
}
}
// Save the new bounds bottom.
previousBottom = bounds.Bottom;
}