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我正在製作一款遊戲,當玩家按下Tab鍵時,我希望從精靈表變爲另一個飛船。所以它喜歡在飛船之間切換。如何讓精靈從精靈表變成另一個精靈?
我已經從類試圖與GetSourceRectangle並設置一個,和更新在遊戲中,但它不工作。
這裏是來回的飛船類的代碼:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SpaceShooterTest1
{
class Spaceship
{
public int xPos = 0;
public int yPos = 0;
private int width = 128;
private int height = 128;
private Texture2D texture;
public Rectangle currentSourceRect { get; set; } //determines which part of sprite sheet to show
public Spaceship(Texture2D tex)
{
texture = tex;
currentSourceRect = new Rectangle(0, 0, 128, 128);
}//end Spaceship
// // //
public void MoveToPosition(int x, int y)
{
xPos = x;
yPos = y;
}//end MoveToPosition
public void Update(GameTime gametime)
{
currentSourceRect = GetSourceRectangle(2, 0); // this could be getting the fiery weapons
//currentSourceRect = SetSourceRectangle(2, 0);
}
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, new Rectangle(xPos, yPos, width, height), currentSourceRect, Color.White);
}//end Draw
public Rectangle GetSourceRectangle(int row, int col)
{
Rectangle r;
//TODO: Make custom based on row and col
r = new Rectangle(0, 128, width, height);
return r;
}//end GetSourseRectangle
//public Rectangle SetSourceRectangle(int row, int col)
//{
// Rectangle r;
// //TODO: Make custom based on row and col
// r = new Rectangle(0, 128, width, height);
// return r;
//}//end GetSourseRectangle
}
}
這裏是遊戲的代碼:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace SpaceShooterTest1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
//Game State Enum
enum GameState { GScreen, Playing, Won, Lost };
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Random rand;
int playerScore = 0;
//Textures
Texture2D galaxyScreen;
Texture2D texShip;
GameState currentState = GameState.Playing;
//GameState currentState = GameState.GScreen; /// use after
//ship
Spaceship spaceShip;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
rand = new Random();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
texShip = Content.Load<Texture2D>(@"Images\ships_sm");
spaceShip = new Spaceship(texShip);
spaceShip.xPos = 0;
spaceShip.yPos = Window.ClientBounds.Height - 128;
//galaxyScreen = Content.Load<Texture2D>(@"Images\galaxy");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
KeyboardState keyboardState = Keyboard.GetState();
if (Keyboard.GetState().IsKeyDown(Keys.Tab))
{
spaceShip.GetSourceRectangle(2, 0);
}
if (Keyboard.GetState().IsKeyDown(Keys.D))
{
spaceShip.xPos += 5;
}
else if (Keyboard.GetState().IsKeyDown(Keys.A))
{
spaceShip.xPos -= 5;
}
if (spaceShip.xPos < 0)
spaceShip.xPos = 0;
if (spaceShip.xPos + 128 > Window.ClientBounds.Width)
{
spaceShip.xPos = Window.ClientBounds.Width - 128;
}
/*if (currentState == GameState.GScreen && keyboardState.IsKeyDown(Keys.Space))
{
currentState = GameState.Playing;
}
spaceShip.Update(gameTime);
*/
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
//draw ship
spriteBatch.Begin();
if (currentState == GameState.Playing)
{
spaceShip.Draw(gameTime, spriteBatch);
}
//800 wide x 400 high
else if (currentState == GameState.GScreen)
{
spriteBatch.Draw(galaxyScreen, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}
顯然我不能張貼spritesheet,因爲我沒有足夠的聲譽(嚴重)?但我希望你們明白我的意思。
我已刪除從你的問題的標題標籤(一個或多個)基於_ [應的問題包括「標籤」,在他們的頭銜?(http://meta.stackexchange.com/questions/19190/should-questions-include-標籤在他們的標題)_其中共識是**否** _他們不應該。 – MickyD 2015-04-02 00:41:44