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當我在代碼下面運行時,我的預期輸出是玩家應該連續進行動畫製作,並且當用戶點擊屏幕時,玩家應該跳躍。我的球員的框架是不同的,跳轉框架是不同的。我在鼠標左鍵點擊時調用框架。所有幀都被處理,但速度太快,所以動畫不可見。單擊鼠標按鈕後動畫不正確
private void OnUpdate(object sender, GameTimerEventArgs e)
{
float elapsed = (float)e.ElapsedTime.TotalSeconds;
timer5 -= elapsed;
TouchPanel.EnabledGestures = GestureType.Tap;
TouchCollection touches = TouchPanel.GetState();
MouseState mousestate = Mouse.GetState();
//Texture.position += velocity;
//if (rect.Contains(new Microsoft.Xna.Framework.Point(mousestate.X, mousestate.Y)) && mousestate.LeftButton == ButtonState.Pressed)
if (mousestate.LeftButton==ButtonState.Pressed)
{
for (int i = 0; i < 32; i++)
{
jump();
jumpframe++;
if (jumpframe > 24)
{
jumpframe = 0;
}
System.Diagnostics.Debug.WriteLine("currentframe:"+ jumpframe);
}
}
if (timer5 <= 0)
{
playerr();
currentframe++;
if (currentframe > 24)
{
currentframe = 0;
}
timer5 = TIME_BET_FRAME;
}
}
private void OnDraw(object sender, GameTimerEventArgs e)
{
SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
//level.Draw(spriteBatch);
rect2 = new Rectangle(0, 0, 960, 620);
rect = new Rectangle(0, 0, 420, 300);
spriteBatch.Draw(Texture.player[currentframe], Texture.position, Color.White);
spriteBatch.Draw(Texture.jumpplayer[jumpframe], Texture.jumpposition, Color.White);
spriteBatch.Draw(Texture.jumpbtn, Texture.rect, Color.White);
spriteBatch.DrawString(font, "Score", new Vector2(10, 0), Color.Gold);
spriteBatch.End();
}
public void jump()
{
Texture.jumpposition.X = 10;
Texture.jumpposition.Y = 243;
Texture.position.X = -400;
Texture.position.Y = 243;
}
public void playerr()
{
Texture.position.X = 10;
Texture.position.Y = 243;
Texture.jumpposition.X = -400;
Texture.jumpposition.Y = 243;
}
你已經說過這個問題 - 「太快了」。通過創建計時器分配作業來減慢速度 – Sinatr
@Sinatr我已經使用timer5播放器.......所以現在我可以使用相同的jumpplayer ??? ... thnx作出迴應 – pravin
也使用一些更易於理解的變量名稱(而不是timer5,rect2 ,東西2000),一個月後你會失去項目的成長。 –