我正在制作用于学习目的的2D塔防游戏,现在我陷入了如何让敌人在移动时朝正确的方向看。
这是我尝试没有成功的原因:
// Class constructor
public AnimatedSprite(Texture2D texture, int lines, int columns, Vector2 position)
: base ( texture, position)
{
this.texture = texture;
this.position = position;
Lines = lines; // How many lines the sprite-sheet have
Columns = columns; How many columns the sprite-sheet have
totalFrames = Lines * Columns;
}
这是更新方法,它是一个5x4精灵表:
public override void Update(GameTime gameTime)
{
// Depending on the direction the sprite is moving
// it will use different parts of the sprite-sheet
if (west == true)
{
initialFrame = 0;
finalFrame = 4;
}
if (east == true)
{
initialFrame = 5;
finalFrame = 9;
}
if (north == true)
{
initialFrame = 10;
finalFrame = 14;
}
if (south == true)
{
initialFrame = 15;
finalFrame = 19;
}
// When to update the current frame
timeSinseLastFrame += gameTime.ElapsedGameTime.Milliseconds;
if (timeSinceLastFrame > milisecondsPerFrame)
{
timeSinceLastFrame -= milisecondsPerFrame;
currentFrame++;
// Reset the frame to complete the loop
if (currentFrame == finalFrame)
currentFrame = initialFrame;
}
}
在绘制方法中,我尝试检测精灵所面对的位置,我不确定最好的方法,但它不起作用,敌人被正确绘制和动画但有时在地图上面向错误的方向路径,在某一点上它们消失了:
public override void Draw(SpriteBatch spriteBatch)
{
int width = texture.Width / Columns;
int height = texture.Height / Lines;
int line = (int)((float)currentFrame / (float)Columns);
int column = currentFrame % Columns;
Rectangle originRectangle = new Rectangle(width * column, height * line, width, height);
Rectangle destinationRectangle = new Rectangle((int)position.X, (int)position.Y, width, height);
// Heres what i think it's not correct, how to detect the direction
// I tried to calculate it by the last X and Y position
// So if the current Y value is smaller the last Y value
// The sprite moved south
Rectangle lastPosition = originRectangle;
Rectangle destinationPosition = destinationRectangle;
if (lastPosition.Y < destinationPosition.Y)
{
north = true;
south = false;
east = false;
west = false;
}
if (destinationRectangle.Y > lastPosition.Y)
{
north = false;
south = true;
east = false;
west = false;
}
if (destinationRectangle.X > lastPosition.X)
{
north = false;
south = false;
east = true;
west = false;
}
if (destinationRectangle.X < lastPosition.X)
{
north = false;
south = false;
east = false;
west = true;
}
spriteBatch.Draw(texture, destinationRectangle, originRectangle, Color.White);
}
}
}
答案 0 :(得分:0)
首先看一下你的代码段:
if (lastPosition.Y < destinationPosition.Y)
{
north = true;
south = false;
east = false;
west = false;
}
if (destinationRectangle.Y > lastPosition.Y)
{
north = false;
south = true;
east = false;
west = false;
}
(lastPosition.Y&lt; destinationPosition.Y)和(destinationRectangle.Y&gt; lastPosition.Y) 条件相同,所以在两种情况下你都会有南=真。
其次,为什么要使用四个布尔变量?而是使用一个具有四种可能状态的变量。 Enum很适合这个:
enum Direction
{
None = 0, // default
North = 1,
South = 2,
East = 3,
West = 4
}
而不是四个布尔值使用一个Direction变量。减少变量就少了麻烦。
最后。 我不明白你怎么移动你的精灵?我的意思是你在更换坐标之前如何检测方向? 在我看来,它应该是这样的:
答案 1 :(得分:0)
我解决了它,我从基类中选择位置并更新基类中的最后位置,并且在敌人类中,update方法将根据位置处理它将使用的帧。
敌人类更新方法:
if (lastPosition.Y < position.Y)
{
initialFrame = 15;
lastFrame = 19;
}
if (position.Y < lastPosition.Y)
{
initialFrame = 10;
lastFrame = 14;
}
if (position.X > lastPosition.X)
{
initialFrame = 5;
lastFrame = 9;
}
if (position.X < lastPosition.X)
{
initialFrame = 0;
lastFrame = 4;
}
currentFrame = initialFrame;
totalFrame = lastFrame;
timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
if (timeSinceLastFrame > milisecondsPerFrame)
{
timeSinceLastFrame -= milisecondsPerFrame;
currentFrame++;
if (currentFrame == totalFrame)
currentFrame = 0;
}
}