创建X个在指定屏幕尺寸上不相交的矩形

问题描述

在一些帮助下,我设法了解了两个矩形如何相交,从那里可以很容易地使我刚才在标题中说的那样,但是...

所以,下面是我刚刚做的简短故事: 创建了一个从1到Number_of_Obstacles的for循环 在这种情况下,将创建一个随机障碍物(矩形/正方形),并检查该障碍物是否与从0到循环扭曲的所有其他障碍物(或向量中存储的每个障碍物)重叠。

同样,doOverLap函数起作用。用一个正方形测试了它,我制作了一个控制器,并在屏幕上创建了其他随机矩形。当我重叠并信任我时,它会在聊天中输出,我从各个角度都重叠了它。

以下是重叠的问题:https://imgur.com/a/ZzorOcD

bool doOverlap(A a,B b)
{
    if (a.x1 > b.x2 || b.x1 > a.x2)
        return false;
    if (a.y1 > b.y2 || b.y1 > a.y2)
        return false;
    return true;
}

struct Obstacles {
    int X,Y;
void Create_Random_Obstacles(Obstacles Obj[],int Numar_Obstacole)
{
    srand(time(NULL));

    A Rectangle_1;
    B Rectangle_2;

    /* To avoid rendering outside of the screen */
    int X_Axis = X_RESOLUTION - 40;
    int Y_Axis = Y_RESOLUTION - 40;

    int obstacolX = rand() % X_Axis + 1;
    int obstacolY = rand() % Y_Axis + 1;

    Obj[0].X = obstacolX;
    Obj[0].Y = obstacolY;

    for (int i = 1; i < Numar_Obstacole; i++)
    {
        obstacolX = rand() % X_Axis + 1;
        obstacolY = rand() % Y_Axis + 1;

        Rectangle_1.x1 = obstacolX;
        Rectangle_1.x2 = obstacolX + 40;
        Rectangle_1.y1 = obstacolY;
        Rectangle_1.y2 = obstacolY + 40;

        for (int j = 0; j < i; j++) {
            Rectangle_2.x1 = Obj[j].X;
            Rectangle_2.x2 = Obj[j].X + 40;
            Rectangle_2.y1 = Obj[j].Y;
            Rectangle_2.y2 = Obj[j].Y + 40;

            if (doOverlap(Rectangle_1,Rectangle_2))
            {
                std::cout << "Overlap\n";
            }
            else
            {
                Obj[i].X = obstacolX;
                Obj[i].Y = obstacolY;
            }
        }   
    }
}

void Render(SDL_Renderer* renderer,Obstacles Obj[],int Numar_Obstacole) {
    for (int i = 0; i < Numar_Obstacole; i++) 
    {
        SDL_Rect r{ Obj[i].X,Obj[i].Y,40,40 };
        SDL_SetRenderDrawColor(renderer,255,160,15,255);
        SDL_RenderFillRect(renderer,&r);
    }
}

};

解决方法

发生碰撞时重新启动选择,例如:

bool Has_Overlap(const Obstacles& obj,const Obstacles* Objs,int Size)
{
    B Rectangle_2;
    Rectangle_2.x1 = obs.X;
    Rectangle_2.x2 = obs.X + 40;
    Rectangle_2.y1 = obs.Y;
    Rectangle_2.y2 = obs.Y + 40;
    for (int i = 0; i != Size; ++i) {
        A Rectangle_1;
        Rectangle_1.x1 = Obs[i].X;
        Rectangle_1.x2 = Obs[i].X + 40;
        Rectangle_1.y1 = Obs[i].Y;
        Rectangle_1.y2 = Obs[i].Y + 40;
        if (doOverlap(Rectangle_1,Rectangle_2)) {
            return true;
        }
    }
    return false;
}

void Create_Random_Obstacles(Obstacles* Objs,int Size)
{
    /* To avoid rendering outside of the screen */
    const int X_Axis = X_RESOLUTION - 40;
    const int Y_Axis = Y_RESOLUTION - 40;

    for (int i = 0; i < Size; i++)
    {
        do {
            Objs[i].X = rand() % X_Axis + 1;
            Objs[i].Y = rand() % Y_Axis + 1;
        } while (Has_Overlap(Objs[i],Objs,i));
    }
}