我现在正在尝试显示一个矢量,其中包含一个精灵的X和Y值,从一个类Game Object.cs
到Game1.cs
。当我将它移到draw方法上时,我将受保护的值(protected Vector2 velocity;
)移动到public Vector2 velocity
(这样它将显示屏幕上的精灵移动的速度)它出现{{1} }。所以我添加静态,现在是Error 1 An object reference is required for the non-static field, method, or property
,然后玩游戏。当我看到X和Y值时,它们会在那里,但是当我移动时它们不会改变。我有任何静态的问题。
有没有办法摆脱静态,或修复此问题,以便在播放时我可以看到X和Y更新?我在public static Vector2 velocitys
的更新中使用velocitys
向量获取velocity
的X和Y,这样它就会不断地从速度中获取。
为什么需要静电?我可以改变吗?我可以在屏幕上更新吗?
这是代码:
GameObject.cs:
(Holdes the Vectors的速度和速度)
GameObject.cs
Game1.cs:
(绘制Vector2速度)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Tile_Engine;
namespace **
{
public class GameObject
{
#region Declarations
protected Vector2 worldLocation;
protected Vector2 velocity;
protected int frameWidth;
protected int frameHeight;
protected bool enabled;
protected bool flipped = false;
protected bool onGround;
protected Rectangle collisionRectangle;
protected int collideWidth;
protected int collideHeight;
protected bool codeBasedBlocks = true;
protected float drawDepth = 0.85f;
protected Dictionary<string, AnimationStrip> animations =
new Dictionary<string, AnimationStrip>();
protected string currentAnimation;
public Vector2 velocitys;
#endregion
#region Properties
public bool Enabled
{
get { return enabled; }
set { enabled = value; }
}
public Vector2 WorldLocation
{
get { return worldLocation; }
set { worldLocation = value; }
}
public Vector2 WorldCenter
{
get
{
return new Vector2(
(int)worldLocation.X + (int)(frameWidth / 2),
(int)worldLocation.Y + (int)(frameHeight / 2));
}
}
public Rectangle WorldRectangle
{
get
{
return new Rectangle(
(int)worldLocation.X,
(int)worldLocation.Y,
frameWidth,
frameHeight);
}
}
public Rectangle CollisionRectangle
{
get
{
return new Rectangle(
(int)worldLocation.X + collisionRectangle.X,
(int)worldLocation.Y + collisionRectangle.Y,
collisionRectangle.Width,
collisionRectangle.Height);
}
set { collisionRectangle = value; }
}
#endregion
#region Helper Methods
private void updateAnimation(GameTime gameTime)
{
if (animations.ContainsKey(currentAnimation))
{
if (animations[currentAnimation].FinishedPlaying)
{
PlayAnimation(animations[currentAnimation].NextAnimation);
}
else
{
animations[currentAnimation].Update(gameTime);
}
}
}
#endregion
#region Public Methods
public void PlayAnimation(string name)
{
if (!(name == null) && animations.ContainsKey(name))
{
currentAnimation = name;
animations[name].Play();
}
}
public virtual void Update(GameTime gameTime)
{
if (!enabled)
return;
float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
updateAnimation(gameTime);
if (velocity.Y != 0)
{
velocitys = velocity;
onGround = false;
}
Vector2 moveAmount = velocity * elapsed;
moveAmount = horizontalCollisionTest(moveAmount);
moveAmount = verticalCollisionTest(moveAmount);
Vector2 newPosition = worldLocation + moveAmount;
newPosition = new Vector2(
MathHelper.Clamp(newPosition.X, 0,
Camera.WorldRectangle.Width - frameWidth),
MathHelper.Clamp(newPosition.Y, 2 * (-TileMap.TileHeight),
Camera.WorldRectangle.Height - frameHeight));
worldLocation = newPosition;
}
public virtual void Draw(SpriteBatch spriteBatch)
{
if (!enabled)
return;
if (animations.ContainsKey(currentAnimation))
{
SpriteEffects effect = SpriteEffects.None;
if (flipped)
{
effect = SpriteEffects.FlipHorizontally;
}
spriteBatch.Draw(
animations[currentAnimation].Texture,
Camera.WorldToScreen(WorldRectangle),
animations[currentAnimation].FrameRectangle,
Color.White, 0.0f, Vector2.Zero, effect, drawDepth);
}
}
#endregion
#region Map-Based Collision Detecting Methods
private Vector2 horizontalCollisionTest(Vector2 moveAmount)
{
if (moveAmount.X == 0)
return moveAmount;
Rectangle afterMoveRect = CollisionRectangle;
afterMoveRect.Offset((int)moveAmount.X, 0);
Vector2 corner1, corner2;
if (moveAmount.X < 0)
{
corner1 = new Vector2(afterMoveRect.Left,
afterMoveRect.Top + 1);
corner2 = new Vector2(afterMoveRect.Left,
afterMoveRect.Bottom - 1);
}
else
{
corner1 = new Vector2(afterMoveRect.Right,
afterMoveRect.Top + 1);
corner2 = new Vector2(afterMoveRect.Right,
afterMoveRect.Bottom - 1);
}
Vector2 mapCell1 = TileMap.GetCellByPixel(corner1);
Vector2 mapCell2 = TileMap.GetCellByPixel(corner2);
if (!TileMap.CellIsPassable(mapCell1) ||
!TileMap.CellIsPassable(mapCell2))
{
moveAmount.X = 0;
velocity.X = 0;
}
if (codeBasedBlocks)
{
if (TileMap.CellCodeValue(mapCell1) == "BLOCK" ||
TileMap.CellCodeValue(mapCell2) == "BLOCK")
{
moveAmount.X = 0;
velocity.X = 0;
}
}
return moveAmount;
}
private Vector2 verticalCollisionTest(Vector2 moveAmount)
{
if (moveAmount.Y == 0)
return moveAmount;
Rectangle afterMoveRect = CollisionRectangle;
afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y);
Vector2 corner1, corner2;
if (moveAmount.Y < 0)
{
corner1 = new Vector2(afterMoveRect.Left + 1,
afterMoveRect.Top);
corner2 = new Vector2(afterMoveRect.Right - 1,
afterMoveRect.Top);
}
else
{
corner1 = new Vector2(afterMoveRect.Left + 1,
afterMoveRect.Bottom);
corner2 = new Vector2(afterMoveRect.Right - 1,
afterMoveRect.Bottom);
}
Vector2 mapCell1 = TileMap.GetCellByPixel(corner1);
Vector2 mapCell2 = TileMap.GetCellByPixel(corner2);
if (!TileMap.CellIsPassable(mapCell1) ||
!TileMap.CellIsPassable(mapCell2))
{
if (moveAmount.Y > 0)
onGround = true;
moveAmount.Y = 0;
velocity.Y = 0;
}
if (codeBasedBlocks)
{
if (TileMap.CellCodeValue(mapCell1) == "BLOCK" ||
TileMap.CellCodeValue(mapCell2) == "BLOCK")
{
if (moveAmount.Y > 0)
onGround = true;
moveAmount.Y = 0;
velocity.Y = 0;
}
}
return moveAmount;
}
#endregion
}
}
Player.cs:
(速度的一部分)
using System;
using System.Collections.Generic;
using System.Linq;
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.Media;
using Tile_Engine;
namespace **
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Player player;
SpriteFont pericles8;
Vector2 scorePosition = new Vector2(20, 580);
enum GameState { TitleScreen, Playing, PlayerDead, GameOver };
GameState gameState = GameState.TitleScreen;
Vector2 gameOverPosition = new Vector2(350, 300);
Vector2 livesPosition = new Vector2(600, 580);
Vector2 Velocitys = new Vector2(100, 580);
Texture2D titleScreen;
float deathTimer = 0.0f;
float deathDelay = 5.0f;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
this.graphics.PreferredBackBufferWidth = 800;
this.graphics.PreferredBackBufferHeight = 600;
this.graphics.ApplyChanges();
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
TileMap.Initialize(
Content.Load<Texture2D>(@"Textures\PlatformTiles"));
TileMap.spriteFont =
Content.Load<SpriteFont>(@"Fonts\Pericles8");
pericles8 = Content.Load<SpriteFont>(@"Fonts\Pericles8");
titleScreen = Content.Load<Texture2D>(@"Textures\TitleScreen");
Camera.WorldRectangle = new Rectangle(0, 0, 160 * 48, 12 * 48);
Camera.Position = Vector2.Zero;
Camera.ViewPortWidth = 800;
Camera.ViewPortHeight = 600;
player = new Player(Content);
LevelManager.Initialize(Content, player);
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
KeyboardState keyState = Keyboard.GetState();
GamePadState gamepadState = GamePad.GetState(PlayerIndex.One);
float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
if (gameState == GameState.TitleScreen)
{
if (keyState.IsKeyDown(Keys.Space) ||
gamepadState.Buttons.A == ButtonState.Pressed)
{
StartNewGame();
gameState = GameState.Playing;
}
}
if (gameState == GameState.Playing)
{
player.Update(gameTime);
LevelManager.Update(gameTime);
if (player.Dead)
{
if (player.LivesRemaining > 0)
{
gameState = GameState.PlayerDead;
deathTimer = 0.0f;
}
else{
gameState = GameState.GameOver;
deathTimer = 0.0f;
}
}
}
if (gameState == GameState.PlayerDead)
{
player.Update(gameTime);
LevelManager.Update(gameTime);
deathTimer = elapsed;
if (deathTimer > deathDelay)
{
player.WorldLocation = Vector2.Zero;
LevelManager.ReloadLevel();
player.Revive();
gameState = GameState.Playing;
}
}
if (gameState == GameState.GameOver)
{
deathTimer += elapsed;
if (deathTimer > deathDelay)
{
gameState = GameState.TitleScreen;
}
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// TODO: Add your drawing code here
spriteBatch.Begin(
SpriteSortMode.BackToFront,
BlendState.AlphaBlend);
if (gameState == GameState.TitleScreen)
{
spriteBatch.Draw(titleScreen, Vector2.Zero, Color.White);
}
if ((gameState == GameState.Playing) ||
(gameState == GameState.PlayerDead) ||
(gameState == GameState.GameOver))
{
TileMap.Draw(spriteBatch);
player.Draw(spriteBatch);
LevelManager.Draw(spriteBatch);
spriteBatch.DrawString(
pericles8,
"Score: " + player.Score.ToString(),
scorePosition,
Color.White);
spriteBatch.DrawString(
pericles8,
"Lives Remaining: " + player.LivesRemaining.ToString(),
livesPosition,
Color.White);
spriteBatch.DrawString(
pericles8,
"Velocity: " + GameObject.velocitys.ToString(),
Velocitys,
Color.White);
}
if (gameState == GameState.PlayerDead)
{
}
if (gameState == GameState.GameOver)
{
spriteBatch.DrawString(
pericles8,
"G A M E O V E R !",
gameOverPosition,
Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
private void StartNewGame()
{
player.Revive();
player.LivesRemaining = 3;
player.WorldLocation = Vector2.Zero;
LevelManager.LoadLevel(0);
}
}
}
答案 0 :(得分:0)
我已经想到了自己,我大多想要快速回答。只是制作一个公共向量并没有帮助,我需要一种方法来转移Vector:
public Vector2 Velocitys
{
get { return velocity; }
set { velocity = value; }
}
然后就像我绘制的public int Score
方法一样:
spriteBatch.DrawString(
pericles8,
"Velocity: " + player.Velocitys.ToString(),
Velocitys,
Color.White);
它就像一个魅力。
(非常讽刺的是,我问我为什么要使用它(获取和设置)的一件事就是答案)