我正在試圖讓側面滾動遊戲的敵人產卵/移動系統。
應該發生的事情是敵人會產卵並向右移動,直到它們與特定物體發生碰撞,然後它們會沿相反的方向行進。XNA多級碰撞
我已經完成了研究並問了一些問題讓我走得這麼遠: 我製作了一個敵人的課程,然後創建了一個列表,可以添加更多的敵人並設置他們各自的產卵位置。然後我創建了一個EnemyBlock
類,這樣我就可以設置各種碰撞對象的位置(在這種情況下,它們只是磚方格)。
我遇到了一些麻煩
答:讓敵人離開遊戲屏幕時轉身。
和B寫作的敵人和enemyblocks碰撞代碼,當我嘗試foreach (Enemy enemy in enemies)
下譜寫Game1.cs Update
部分碰撞碼不挑的enemyblock的矩形。如果這是有道理的。很抱歉,我對XNA代碼很陌生。
Game1.cs代碼
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);
}
}
}
敵人類代碼
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類代碼
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,是一個生命的救星。非常感謝。我一直在嘗試通宵不同的方式來讓代碼工作。製作新課程,新列表,新項目! 而且我喜歡讓我的代碼整齊這個確切原因。所以我可以去解決問題並輕鬆找到它們。 新代碼就像一個魅力。 – FLAVAred
沒問題,我很樂意提供幫助。 :) –