我正在试图让侧面滚动游戏的敌人产卵/移动系统。
应该发生的事情是敌人会产卵并向右移动,直到它们与特定物体发生碰撞,然后它们会沿相反的方向行进。XNA多级碰撞
我已经完成了研究并问了一些问题让我走得这么远: 我制作了一个敌人的课程,然后创建了一个列表,可以添加更多的敌人并设置他们各自的产卵位置。然后我创建了一个EnemyBlock
类,这样我就可以设置各种碰撞对象的位置(在这种情况下,它们只是砖方格)。
我遇到了一些麻烦
答:让敌人离开游戏屏幕时转身。
和B写作的敌人和enemyblocks碰撞代码,当我尝试foreach (Enemy enemy in enemies)
下谱写Game1.cs Update
部分碰撞码不挑的enemyblock的矩形。如果这是有道理的。很抱歉,我对XNA代码很陌生。
Game1.cs代码
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Rectangle bounds;
List<Enemy> Enemies = new List<Enemy>();
List<EnemyBlock> Blocks = new List<EnemyBlock>();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
Blocks.Add(new EnemyBlock(Content.Load<Texture2D>("02Brick"), new Vector2(50, 100)));
Enemies.Add(new Enemy(Content.Load<Texture2D>("Mario_Sprite"), new Vector2(100, 100), new Vector2(1, 0)));
Blocks.Add(new EnemyBlock(Content.Load<Texture2D>("02Brick"), new Vector2(500, 100)));
Blocks.Add(new EnemyBlock(Content.Load<Texture2D>("02Brick"), new Vector2(50, 200)));
Enemies.Add(new Enemy(Content.Load<Texture2D>("Mario_Sprite"), new Vector2(100, 200), new Vector2(1, 0)));
Blocks.Add(new EnemyBlock(Content.Load<Texture2D>("02Brick"), new Vector2(400, 200)));
foreach (Enemy enemy in Enemies)
{
enemy.bounds = new Rectangle((int)(enemy.position.X - enemy.texture.Width), (int)(enemy.position.Y - enemy.texture.Height), enemy.texture.Width, enemy.texture.Height);
}
foreach (EnemyBlock block in Blocks)
{
block.bounds = new Rectangle((int)(block.position.X - block.texture.Width), (int)(block.position.Y - block.texture.Height), block.texture.Width, block.texture.Height);
}
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
foreach (Enemy enemy in Enemies)
{
if (!GraphicsDevice.Viewport.Bounds.Contains(enemy.bounds))
{
enemy.velocity = -enemy.velocity;
enemy.position += enemy.velocity;
}
else
{
enemy.position += enemy.velocity;
}
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
foreach (Enemy enemy in Enemies)
{
spriteBatch.Draw(enemy.texture, enemy.position, Color.White);
}
foreach (EnemyBlock block in Blocks)
{
spriteBatch.Draw(block.texture, block.position, Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}
敌人类代码
class Enemy
{
public Texture2D texture;
public Rectangle bounds;
public Vector2 position;
public Vector2 velocity;
public Enemy(Texture2D Texture, Vector2 Position, Vector2 Velocity)
{
texture = Texture;
position = Position;
velocity = Velocity;
}
}
EnemyBlock类代码
class EnemyBlock
{
public Texture2D texture;
public Rectangle bounds;
public Vector2 position;
public EnemyBlock(Texture2D Texture, Vector2 Position)
{
texture = Texture;
position = Position;
}
}
你,卡明先生,是一个生命的救星。非常感谢。我一直在尝试通宵不同的方式来让代码工作。制作新课程,新列表,新项目! 而且我喜欢让我的代码整齐这个确切原因。所以我可以去解决问题并轻松找到它们。 新代码就像一个魅力。 – FLAVAred
没问题,我很乐意提供帮助。 :) –