我正在使用XNA 4.0在c#中制作一个小游戏。我已经成功地使我的精灵向各个方向移动,并使它看起来像是在使用数组实际行走。到目前为止,我只用" Up"键。问题在于,当我按下向上键时,精灵会移动,但它会快速通过数组中的所有元素,看起来他正在为他正在前进的空间量运行。有没有办法减慢纹理在彼此之间变化的速度,例如暂停方法或其他东西。感谢任何帮助,谢谢。
namespace RandomGame
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Color backColor = Color.FromNonPremultiplied(190, 230, 248, 250);
int i = 0;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = false;
graphics.PreferredBackBufferHeight = 500;
graphics.PreferredBackBufferWidth = 800;
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
Texture2D[] UpTextures = new Texture2D[6];
Texture2D startTexture;
Texture2D leftTexture;
Texture2D rightTexture;
Vector2 position = new Vector2(380, 230);
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
startTexture = Content.Load<Texture2D>("BlueLinkStart");
leftTexture = Content.Load<Texture2D>("BlueLinkLeft");
rightTexture = Content.Load<Texture2D>("BlueLinkRight");
UpTextures[0] = Content.Load<Texture2D>("BlueLinkUp");
UpTextures[1] = Content.Load<Texture2D>("BlueLinkUp2");
UpTextures[2] = Content.Load<Texture2D>("BlueLinkUp3");
UpTextures[3] = Content.Load<Texture2D>("BlueLinkUp4");
UpTextures[4] = Content.Load<Texture2D>("BlueLinkUp5");
UpTextures[5] = Content.Load<Texture2D>("BlueLinkUp6");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape))
{
this.Exit();
}
if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Left) && position.X > -3)
{
position.X -= 2;
}
if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Right) && position.X < 772)
{
position.X += 2;
}
if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Up) && position.Y > -3)
{
position.Y -= 2;
}
if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Down) && position.Y < 472)
{
position.Y += 2;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.FromNonPremultiplied(188, 231, 241, 255));
if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Left))
{
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(leftTexture, position, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
else if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Right))
{
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(rightTexture, position, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
else if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Up))
{
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(UpTextures[i], position, Color.White);
spriteBatch.End();
i++;
if (i == 6) { i = 0; }
base.Draw(gameTime);
}
else
{
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(startTexture, position, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
}
答案 0 :(得分:1)
是的,有。
首先,您需要一个保存动画状态的变量。你的i
可能就是那个。但是,您应该将其重命名为例如animationState
以反映其目的。此外,更容易将其设为float
或double
变量。
然后更新动画是Update()
方法的任务。你显然依赖于60 Hz的更新频率。对于小型游戏来说这是可以的,但是对于较大的游戏,你应该考虑减慢速度。如果您有n
个精灵,并且想要每隔m
毫秒更改精灵,那么您更新animationState
,如下所示:
animationState += updateDuration * m;
if(animationState >= n) animationState -= n;
updateDuration
是自上次更新以来的时间。因此,对于60 Hz,这是1000.0 / 60
。
然后你需要在Draw()
方法中绘制正确的精灵:
spriteBatch.Draw(UpTextures[(int)animationState], position, Color.White);