我正在使用Xna和C#。
我试图让列表中的特定对象做不同的事情。
当我选择列表中的所有纹理并且所有这些纹理都做同样的事情时,我把它写出来的方式,如果我尝试选择一个特定的纹理,它们仍然会做同样的事情:
if (planet.Load("planet0")) { if (planet.Bounds.Contains((int)tl.Position.X, (int)tl.Position.Y)) { changeScreenDelegate(ScreenState.Menu); } }
我基本上试图让每个选择都转到不同的屏幕。
继承我班上的其他人:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
namespace PlanetDrill2
{
class StarSystemUrsa : Screen
{
Texture2D starSystemTexture;
List<Planet> planets;
Texture2D star;
Vector2 position;
Texture2D previousButton;
public StarSystemUrsa(Game game, SpriteBatch spriteBatch, ChangeScreen changeScreen)
: base(game, batch, changeScreen)
{
position = new Vector2((480 - 295) / 2, (800 - 295) / 2);
planets = new List<Planet>();
Planet planet = new Planet(content, spriteBatch);
planet.Load("planet0");
planet.velocity = 0.04f;
planet.radius = 80;
planet.angle = MathHelper.ToRadians(90);
planets.Add(planet);
planet = new Planet(content, spriteBatch);
planet.Load("planet4");
planet.velocity = 0.02f;
planet.radius = 135;
planet.angle = MathHelper.ToRadians(120);
planets.Add(planet);
planet = new Planet(content, spriteBatch);
planet.Load("planet2");
planet.velocity = 0.009f;
planet.radius = 180;
planet.angle = MathHelper.ToRadians(160);
planets.Add(planet);
}
protected override void SetupInputs()
{
base.SetupInputs();
}
public override void Activate()
{
base.Activate();
}
protected override void LoadScreenContent(ContentManager content)
{
starSystemTexture = content.Load<Texture2D>("levelSelectMenu");
star = content.Load<Texture2D>("ursaeMajorisStar");
previousButton = content.Load<Texture2D>("previousButton2");
base.LoadScreenContent(content);
}
protected override void UpdateScreen(GameTime gameTime, DisplayOrientation screenOrientation)
{
TouchCollection touchCollection = TouchPanel.GetState();
foreach(TouchLocation tl in touchCollection)
{
if(tl.State == TouchLocationState.Pressed) // Moved? Is that right?
{
foreach(Planet planet in planets)
{
// Alternately: if(GetPlanetRectangle(planet).Contains(...))
if(planet.Bounds.Contains((int)tl.Position.X, (int)tl.Position.Y))
{
changeScreenDelegate(ScreenState.Menu);
}
}
}
TouchPanel.EnabledGestures = GestureType.DoubleTap | GestureType.VerticalDrag;
while (TouchPanel.IsGestureAvailable)
{
GestureSample gesture = TouchPanel.ReadGesture();
switch (gesture.GestureType)
{
case GestureType.DoubleTap:
changeScreenDelegate(ScreenState.launchScreen);
break;
case GestureType.VerticalDrag:
break;
default:
break;
}
}
}
foreach (Planet planet in planets)
{
planet.angle += planet.velocity;
float orbitx = (float)(Math.Cos(planet.angle) * planet.radius);
float orbity = (float)(Math.Sin(planet.angle) * planet.radius);
float x = (game.GraphicsDevice.Viewport.Width - planet.image.Width) / 2 + orbitx;
float y = (game.GraphicsDevice.Viewport.Height - planet.image.Height) / 2 + orbity;
planet.position = new Vector2(x, y);
}
base.UpdateScreen(gameTime, screenOrientation);
}
protected override void DrawScreen(SpriteBatch batch, DisplayOrientation screenOrientation)
{
batch.Draw(starSystemTexture, Vector2.Zero, Color.White);
foreach (Planet planet in planets)
{
planet.Draw();
}
batch.Draw(star,position, Color.White);
batch.Draw(previousButton, new Vector2(240, 750), Color.White);
base.DrawScreen(batch, screenOrientation);
}
protected override void SaveScreenState()
{
base.SaveScreenState();
}
}
}
答案 0 :(得分:2)
为您的星球类提供另一个名为ID的属性,然后在初始化时为每个星球提供不同的ID。然后在行星环中你的foreach行星,你可以说
if(planet.ID == 0)
{ if (planet.Bounds.Contains((int)tl.Position.X, (int)tl.Position.Y)) { changeScreenDelegate(ScreenState.Menu); } }
对每个可能的ID号执行此操作,并将屏幕状态更改为您希望其切换到的任何屏幕状态。
另外,您可以枚举ID号码,以明确哪个星球被引用。
答案 1 :(得分:1)
将Menuscreen作为Planet对象的属性附加。为这些对象提供一种方法来告诉屏幕管理员激活他们的屏幕。在你的(如果是Planet.Bounds.Conains)逻辑块内的触摸行星上调用该方法。