public class dgc_Spaceship : DrawableGameComponent
{
Texture2D shipTexture;
Rectangle spriteRectangle;
SpriteBatch spriteBatch;
//
bool horizisSelected = false;
bool rotateSelected = false;
bool fireisSelected = false;
SpriteFont Count;
//Controls for ship
dgc_TriggerHorizontal triggerHorizantal;
Vector2 spritePosition;
Vector2 spriteOrigin;
Vector2 direction;
float rotation = 0.1f;
Random x, y;
List<Missle> missleCollection = new List<Missle>();
List<Asteriod> asteriodCollection = new List<Asteriod>();
Missle missle;
Asteriod asteriod;
public dgc_Spaceship(Game game)
: base(game)
{
// TODO: Construct any child components here
triggerHorizantal = new dgc_TriggerHorizontal(game);
triggerHorizantal.triggerHorizantal += new EventHandler(triggerHorizantal_Handler);
triggerHorizantal.triggerRotate +=new EventHandler(triggerHorizantal_triggerRotate);
triggerHorizantal.triggerFire +=new EventHandler(triggerHorizantal_triggerFire);
Game.Components.Add(triggerHorizantal);
missle = new Missle(game);
asteriod = new Asteriod(game);
for (int i = 0; i < 2; i++)
{
missleCollection.Add(new Missle(game));
}
for (int i = 0; i < 2; i++)
{
asteriodCollection.Add(new Asteriod(game));
}
}
/// <summary>
/// Allows the game component to perform any initialization it needs to before starting
/// to run. This is where it can query for any required services and load content.
/// </summary>
public override void Initialize()
{
// TODO: Add your initialization code here
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
shipTexture = Game.Content.Load<Texture2D>(@"Sprites\spaceship");
spritePosition = new Vector2(450,320);
missle.LoadContent();
Count = Game.Content.Load<SpriteFont>(@"Sprites\Count");
//
x = new Random();
y = new Random();
foreach (Asteriod display in asteriodCollection)
{
display.LoadContent();
int xVec = x.Next(0, 200), yVec = y.Next(0, 200);
display.position = new Vector2(xVec, yVec);
}
base.LoadContent();
}
/// <summary>
/// Allows the game component to update itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Update(GameTime gameTime)
{
// TODO: Add your update code here
spriteRectangle = new Rectangle((int)spritePosition.X, (int)spritePosition.Y, shipTexture.Width, shipTexture.Height);
spriteOrigin = new Vector2(spriteRectangle.Width / 2, spriteRectangle.Height / 2);
direction = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
if (horizisSelected)
{
spritePosition.X-= 0.5f;
spritePosition.Y-= 0.5f;
}
if (rotateSelected)
{
rotation += 0.1f;
// missle.rotateSprite();
spritePosition += direction * 20 * gameTime.ElapsedGameTime.Milliseconds;
}
if (fireisSelected)
{
missle.update();
}
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
spriteBatch.Begin();
// missle.draw(spriteBatch,rotation);
spriteBatch.Draw(shipTexture,spritePosition,null,Color.White,rotation,spriteOrigin,1f,SpriteEffects.None,0);
// spriteBatch.DrawString(Count,asteriodCollection.Count.ToString(),new Vector2(100,100),Color.Red);
foreach (Asteriod display in asteriodCollection)
{
display.Draw(spriteBatch);
}
spriteBatch.End();
base.Draw(gameTime);
}
public void triggerHorizantal_Handler(object sender, EventArgs e)
{
//Do Stuff
horizisSelected = !horizisSelected;
}
public void triggerHorizantal_triggerRotate(object sender, EventArgs e)
{
//Do Stuff
rotateSelected = !rotateSelected;
}
public void triggerHorizantal_triggerFire(object sender, EventArgs e)
{
//Do Stuff
fireisSelected = !fireisSelected;
}
}
}
我的问题:
我似乎无法弄清楚这一点。我在屏幕上有2个功能按钮。单击时,船顺时针旋转,另一个向前移动。有点搜索引导我使用Math.Sin / Cos的公式,但我认为我没有正确实现它。
我需要它做的是沿着旋转方向移动船。
工作方式: 用户将点击旋转按钮,它将顺时针旋转。当它处于用户想要的位置时,它们会按下旋转按钮以在该特定方向上停止它。
点击水平按钮,它将向该方向移动船只。
答案 0 :(得分:1)
你的代码建议你在选择旋转时按照所需的方向移动精灵,这需要在选择水平时完成,如果选择了旋转,那么你的方向应该改变(不是每一帧)
编辑:(最多5分钟)
if (horizisSelected)
{
//spritePosition.X-= 0.5f;
//spritePosition.Y-= 0.5f;
spritePosition += direction;// * 20 * gameTime.ElapsedGameTime.Milliseconds;
}
if (rotateSelected)
{
rotation += 0.1f;
// missle.rotateSprite();
direction = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
//spritePosition += direction * 20 * gameTime.ElapsedGameTime.Milliseconds;
}
如果你的船因飞行时间(毫秒)飞走了,你将不得不调试