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我會在深入解釋之後。因此,這裏是我的代碼,我們有一個海拔[]變量,每個高程得到一個隨機數:在XNA中不能使用另一種方法的變量
public void elevation()
{
for (x = (int)Width - 1; x >= 0; x--)
{
for (y = (int)Width - 1; y >= 0; y--)
{
y = rand.Next((int)MaxElevation); //random number for each y.
Elevation[x] = y; //each Elevation gets a random number.
}
}
}
這之後我嘗試在抽籤方法這樣使用該隨機數:
public void Draw(SpriteBatch spriteBatch)
{
for (x = (int)Width - 1; x >= 0; x--)
{
spriteBatch.Draw(Pixel, new Rectangle((int)Position.X + x, (int)Position.Y - Elevation[x], 1, (int)Height), Color.White);
//HERE, I try to acces the random number for each Elevation (y value). But I get 0 everywhere.
}
}
如何訪問此隨機數?
如果我這樣做:
public void Draw(SpriteBatch spriteBatch)
{
for (x = (int)Width - 1; x >= 0; x--)
{
for (y = (int)Width - 1; y >= 0; y--)
{
y = rand.Next((int)MaxElevation);
spriteBatch.Draw(Pixel, new Rectangle((int)Position.X + x, (int)Position.Y - Elevation[y], 1, (int)Height), Color.White);
}
}
}
我就能存取權限的隨機數,但它會更新每幀的隨機數會發生變化。所以我需要計算一次然後使用它們。
這裏是所有代碼:
namespace procedural_2dterrain
{
class Terrain
{
Texture2D Pixel;
Vector2 Position;
Random rand;
int[] Elevation;
float MaxElevation;
float MinElevation;
float Width;
float Height;
int x;
int y;
public void Initialize(ContentManager Content, float maxElevation, float minElevation, float width, float height, Vector2 position)
{
Pixel = Content.Load<Texture2D>("pixel");
rand = new Random();
Elevation = new int[(int)width];
MaxElevation = maxElevation;
MinElevation = minElevation;
Width = width;
Height = height;
Position = position;
elevation();
}
public void Update()
{
}
public void elevation()
{
for (x = (int)Width - 1; x >= 0; x--)
{
for (y = (int)Width - 1; y >= 0; y--)
{
y = rand.Next((int)MaxElevation);
Elevation[x] = y;
}
}
}
public void Draw(SpriteBatch spriteBatch)
{
for (x = (int)Width - 1; x >= 0; x--)
{
spriteBatch.Draw(Pixel, new Rectangle((int)Position.X + x, (int)Position.Y - Elevation[x], 1, (int)Height), Color.White);
}
}
}
}
顯示您的海拔聲明。它在哪裏宣佈? – BlackBear