**public GraphicsDeviceManager graphics;
public SpriteBatch spriteBatch;
private int[] Heights;
//public Texture2D Terrain;
public Texture2D[] TerrainList;
public Color[] Colors_TerrainTexture;
public int [] Coordinates_X;
Camera camera = new Camera();
GraphicsDevice device;
public MapFunctions()
{
}
public void GenerateMap_Heights(int Map_Width,int Map_Height,float Relief,float Mountain_Peak_Height)
{
Heights = new int[Map_Width];
Random randomizer = new Random();
double rand1 = randomizer.NextDouble() + 1;
double rand2 = randomizer.NextDouble() + 2;
double rand3 = randomizer.NextDouble() + 3;
float offset = Map_Height / 2;
float peakheight = 324;
float flatness = Mountain_Peak_Height;
for (int x = 0; x < Map_Width; x++)
{
double height = peakheight / rand1 * Math.Sin((float)x / flatness * rand1 + rand1);
height += peakheight / rand2 * Math.Sin((float)x / flatness * rand2 + rand2);
height += peakheight / rand3 * Math.Sin((float)x / flatness * rand3 + rand3);
height += offset;
Heights[x] = (int)height;
}
}
public bool CanDraw = false;
public void CreateTerrain(int Map_Width, int Map_Height,int TerrainTexture_Width,Color Color_Terrain,Color Color_Background)
{
int TimesToLoop = (Map_Width / TerrainTexture_Width) + 1;
int[] Coordinates_X = new int[TimesToLoop];
device = graphics.GraphicsDevice;
for (int b = 0; b <= TimesToLoop; b++)
{
if (b == TimesToLoop)
{
Colors_TerrainTexture = new Color[Map_Width % TerrainTexture_Width * Map_Height];
TerrainTexture_Width = Map_Width % TerrainTexture_Width;
}
else
{
Colors_TerrainTexture = new Color[TerrainTexture_Width * Map_Height];
}
Coordinates_X[b] = TerrainTexture_Width * b;
for (int x = 0; x < TerrainTexture_Width; x++)
{
for (int y = 0; y < Map_Height; y++)
{
if (y > Heights[x])
Colors_TerrainTexture[x + y * TerrainTexture_Width] = Color.Green;
else
Colors_TerrainTexture[x + y * TerrainTexture_Width] = Color.Transparent;
}
}
Terrain = new Texture2D(device, TerrainTexture_Width, Map_Height, false, SurfaceFormat.Color);
Terrain.SetData(Colors_TerrainTexture);
TerrainList[b] = Terrain; //I get nullreference exception in this line
}
spriteBatch = new SpriteBatch(device);
CanDraw = true;
}**
TerrainList [b] =地形; (这行几乎在代码的末尾)我在这一行得到空引用异常。我从game1 LoadContent()调用了两个函数(CreateTerrain和GenerateMap_Heights)。请帮助,我在代码中找不到问题。
抱歉我的英语不好。
答案 0 :(得分:1)
您创建地形列表但从未初始化它......
//Something like
TerrainList = new Texture2D[];
现在您尝试访问null集合的索引。
答案 1 :(得分:0)
TerrainList
永远不会在提供的代码中初始化,因此当您使用TerrainList[b]
对其进行索引时,它将返回null。您需要创建Texture2D[]
的实例并将其分配给TerrainList
。此外,您需要确保它至少有b
个元素,因为您使用b
来索引数组。
答案 2 :(得分:0)
你有没有创建你的TerrainList?我正在查看代码并没有看到它。
Texture2D[] TerrainList = new Texture2D[10];
现在你正试图在你的数组中设置一个Texture2D,但它尚未创建。