我正在使用XNA和C#。
我从particleEmitter
调用向量变量时遇到问题。如果静止或不移动,我可以很好地绘制粒子。当我有一个设置为(x,y)固定位置的矢量变量时,它就可以并在屏幕上绘制。但是如果我有一个已设置为在x轴或y轴上移动的矢量变量,它根本不会绘制。
声明变量:
Vector2 shipPos;
float shipMovement;
ParticleEngine particleEngine;
一种加载关于向量应该发生什么的方法以及它应该表现的方式:
public void loadEmitter(GameTime gameTime)
{
shipMovement = 2f;
shipPos.Y -= shipMovement;
particleEngine.EmitterLocation = new Vector2(shipPos.X,shipPos.Y);
}
我试图让particleEngine
追踪船只的移动。我无法做的就是当我把它设置好时,让它画出来。
其他信息: ParticleEngine
本身就是一个类,基本上设置了一些关于我将要绘制的粒子应该如何表现的参数。我有spritebatch
Begin
和End
来电的其他屏幕。除此之外,这是我的主要类的代码:
namespace PlanetDrill2
{
class LaunchScreen : Screen
{
Texture2D LaunchScreenTexture;
Texture2D shipLaunch;
Vector2 shipPos;
float shipMovement;
ParticleEngine particleEngine;
Vector2 smokePos;
public LaunchScreen(Game game, SpriteBatch batch, ChangeScreen changeScreen)
: base(game, batch, changeScreen)
{
}
protected override void SetupInputs()
{
base.SetupInputs();
}
public override void Activate()
{
base.Activate();
}
public void LaunchShip()
{
}
public void loadEmitter(GameTime gameTime)
{
shipMovement = 2f;
shipPos.Y -= shipMovement;
particleEngine.EmitterLocation = new Vector2(shipPos.X,shipPos.Y);
}
protected override void LoadScreenContent(ContentManager content)
{
LaunchScreenTexture = content.Load<Texture2D>("launchTest");
shipLaunch = content.Load<Texture2D>("shipLaunch");
List<Texture2D> textures = new List<Texture2D>();
textures.Add(content.Load<Texture2D>("smoketexture"));
particleEngine = new ParticleEngine(textures, new Vector2(0, 0));
base.LoadScreenContent(content);
}
protected override void UpdateScreen(GameTime gameTime, DisplayOrientation screenOrientation)
{
//if (gameTime.TotalGameTime.Seconds>10)
//{
// changeScreenDelegate(ScreenState.UMA);
//}
loadEmitter(gameTime);
particleEngine.Update();
base.UpdateScreen(gameTime, screenOrientation);
}
protected override void DrawScreen(SpriteBatch batch, DisplayOrientation screenOrientation)
{
batch.Draw(LaunchScreenTexture, Vector2.Zero, Color.White);
batch.Draw(shipLaunch, new Vector2(80, 450) +shipPos, Color.White);
particleEngine.Draw(batch);
base.DrawScreen(batch, screenOrientation);
}
protected override void SaveScreenState()
{
base.SaveScreenState();
}
} // end class LaunchScreen
} // end namespace PlanetDrill2
答案 0 :(得分:1)
从这里
batch.Draw(shipLaunch, new Vector2(80, 450) +shipPos, Color.White);
particleEngine.Draw(batch);
看起来您正在相对于[80,450]绘制船只,但您没有将此偏移应用于particleEngine。