XNA C#使用列表调用其他类中的函数

时间:2014-09-25 04:26:56

标签: c# list xna-4.0

我正试着打电话给射击激光器'函数,在我的ProjectileManager类中,来自我的Player类控件。

事情是,当我从我的ProjectileManager或Game1(主游戏)类中调用完全相同的函数时 - 它可以工作。否则我在精灵上得到一个null。

我在projectilemanager类的sprite上做了一个content.load,当我从projectilemanager本身或主游戏中调用射击激光功能时它工作正常 - 但不是玩家类吗?

注意:为了便于阅读,我已在这些类中删除了许多无意义的附加功能

Game1 Class

public class Game1 : Microsoft.Xna.Framework.Game
{
// CLASSES
Player myPlayer;
ProjectileManager projectileManager = new ProjectileManager();


protected override void LoadContent()
{
    spriteBatch = new SpriteBatch(GraphicsDevice);
    projectileManager.ContentLoad(Content);
}


protected override void Update(GameTime gameTime)
{
    if (Keyboard.GetState().IsKeyDown(Keys.V)) //SHOOT LASER TEST - WORKS
    {
        projectileManager.ShootLaser(new Vector2(5, 5), 5, 1, new Vector2(0, 0), 0, 0);
    }

    myPlayer.Update();
    projectileManager.Update();

    base.Update(gameTime);
}

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.Black);
    GraphicsDevice.SamplerStates[0] = noFilter;
    spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);


    myPlayer.Draw(spriteBatch);
    projectileManager.Draw(spriteBatch);


    spriteBatch.End();
    base.Draw(gameTime);
}
}

玩家等级

class Player
{   

    // Inherent classes
    ProjectileManager projectileManager = new ProjectileManager();

    Texture2D sprite;
    public Vector2 direction;
    float speed;
    float health;
    int spriteType;

    public void Update()
    {

        UpdateControls();

    }


    void UpdateControls()
    {
        if (Keyboard.GetState().IsKeyDown(Keys.Space)) //SHOOT LASER - DOESNT WORK
        {
            projectileManager.ShootLaser(new Vector2(5, 5), 5, 1, new Vector2(0, 0), 0, 0);
        }

    }

}

投射经理级

    class ProjectileManager
{
    //Lists
    List<Projectile> projectiles = new List<Projectile>();

    //Sprites
    Texture2D sprite;
    Texture2D spriteLaser;

    //Attributes
    Vector2 position;
    Vector2 dimensions;
    int attackPower;
    int moveType; //0 = direction based, 1 = homing on player, 3 = hybrid of both (like a missile that fires straight then turns towards target
    int team; //the team that the laser is on for collision
    Vector2 direction;
    float speed;



    public ProjectileManager(){}

    public void Update()
    {
        if (Keyboard.GetState().IsKeyDown(Keys.E))
        {
            ShootLaser(new Vector2(5,5), 5, 1, new Vector2(0,0), 0, 0);
        }

        foreach (Projectile each in projectiles)
        {
            each.Update();
        }
    }

    public void ContentLoad(ContentManager content)
    {
        spriteLaser = content.Load<Texture2D>("playerLaser");
    }

    public void Draw(SpriteBatch spritebatch)
    {
        foreach (Projectile each in projectiles)
        {
            each.Draw(spritebatch);
        }
    }

   public void ShootLaser (Vector2 a_position, int a_attackPower, float a_speed, Vector2 a_direction, int a_moveType, int a_team)
   {
       position = a_position;
       attackPower = a_attackPower;
       speed = a_speed;
       direction = a_direction;
       moveType = a_moveType;
       team = a_team;

       projectiles.Add(new Projectile(spriteLaser, position, 5, 2, new Vector2(0,1), 0, 0));
   }

}

抛射类

    class Projectile
{
    Vector2 position;
    int attackPower;
    int moveType; //0 = direction based, 1 = homing on player, 3 = hybrid of both (like a missile that fires straight then turns towards target
    int team; //the team that the laser is on for collision
    Texture2D sprite;

    Vector2 direction;
    float speed;

    public Projectile(Texture2D a_sprite, Vector2 a_position, int a_attackPower, float a_speed, Vector2 a_direction, int a_moveType, int a_team) //possibly add another variable for hitting other projetiles / cancelling them out
    {
        sprite = a_sprite;
        position = a_position;
        attackPower = a_attackPower;
        speed = a_speed;
        direction = a_direction;
        moveType = a_moveType;
        team = a_team;
    }

    public void Update()
    {
        //movement
        // if movetype = 1
        if (moveType == 0) // straight line
        {
            position.Y++;
            //position += direction * speed;
        }

    }

    //public Rectangle GetRectangle()
    //{
    //    return new Rectangle((int)m_position.X, (int)m_position.Y, (int)m_dimensions.X, (int)m_dimensions.Y);
    //}

    // We pass-in a 'SpriteBatch' object so this function
    // can call the 'Draw' function on it.
    public void Draw(SpriteBatch spritebatch)
    {
        spritebatch.Draw(sprite, position, Color.White);
    }

}

我刚刚开始学习C#,我无法找到任何关于为什么在游戏和射弹管理器类中射击激光功能有效的参考,但是从播放器调用没有结果。

我试图使用断点进行调试,并且从我可以收集的内容中,当通过播放器类调用该函数时,抛射的Texture2D精灵返回null。

思想?

由于

1 个答案:

答案 0 :(得分:0)

ContentLoad课程中添加Player方法并致电projectileManager.ContentLoad,然后在myPlayer.ContentLoad方法

中致电Game1.LoadContent
public class Game1 : Microsoft.Xna.Framework.Game
{
// CLASSES
Player myPlayer;



protected override void LoadContent()
{
    spriteBatch = new SpriteBatch(GraphicsDevice);
    myPlayer.ContentLoad(CoolContent);
}

玩家类:

class Player
{   

// Inherent classes
ProjectileManager projectileManager = new ProjectileManager();

Texture2D sprite;
public Vector2 direction;
float speed;
float health;
int spriteType;

public void LoadContent(CoolContentType coolContent)
{
    projectileManager.LoadContent(coolContent);
}

public void Update()
{

    UpdateControls();

}

除了关联ContentLoad方法调用之外。你应该摆脱Texture2D类中的Projectile,因为它是多余的。

Draw调用ProjectileManager调用class ProjectileManager { //Lists List<Projectile> projectiles = new List<Projectile>(); //Sprites Texture2D sprite; Texture2D spriteLaser; //Attributes Vector2 position; Vector2 dimensions; int attackPower; int moveType; //0 = direction based, 1 = homing on player, 3 = hybrid of both (like a missile that fires straight then turns towards target int team; //the team that the laser is on for collision Vector2 direction; float speed; public ProjectileManager(){} public void Update() { if (Keyboard.GetState().IsKeyDown(Keys.E)) { ShootLaser(new Vector2(5,5), 5, 1, new Vector2(0,0), 0, 0); } foreach (Projectile each in projectiles) { each.Update(); } } public void ContentLoad(ContentManager content) { spriteLaser = content.Load<Texture2D>("playerLaser"); } public void Draw(SpriteBatch spritebatch) { spritebatch.Begin(); foreach (Projectile p in projectiles) { spritebatch.draw(spriteLaser, p.position,Color.CoolColor);//see how I use the projectile info (p.position). it doesn't need it's own texture :) } spritebatch.End(); } 存储纹理时,您需要的是Projectiles中的值。

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