我正在使用LoadContent
方法创建一个二十一点纸牌游戏。我正在挑选一张随机卡,但问题是我不知道如何正确地结束这种方法,以便它将选择一张随机卡而不是无限循环。现在有2张随机卡因无限循环而闪烁。
public class Kaart
{
public Vector2 asukoht = new Vector2(0, 0);
public List<Texture2D> tekstuur = new List<Texture2D>();
Random rand = new Random();
public void loadContent(ContentManager manager) // loading first card
{
for (int j = 3; j < 7; j++)
{
tekstuur.Add(manager.Load<Texture2D>("Risti" + j.ToString()));
}
}
public void loadContent2(ContentManager manager) // loading second card
{
for (int j = 3; j < 7; j++)
{
tekstuur.Add(manager.Load<Texture2D>("Risti" + j.ToString()));
}
}
public void Draw(SpriteBatch sprite) // here ill draw the random card
{
sprite.Draw(tekstuur[rand.Next(tekstuur.Count)], asukoht, Color.White);
sprite.Draw(tekstuur[rand.Next(tekstuur.Count)], asukoht, Color.White);
}
}
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Vector2 koht = new Vector2(0,0);
Kaart yks;
Kaart kaks;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
yks = new Kaart();
kaks = new Kaart();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
//loading cards
yks.loadContent(this.Content);
kaks.loadContent2(this.Content);
// card positions
yks.asukoht.X = 100;
yks.asukoht.Y = 300;
kaks.asukoht.X = 200;
kaks.asukoht.Y = 400;
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
// kaartide joonistamine
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
yks.Draw(this.spriteBatch);
kaks.Draw(this.spriteBatch);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
答案 0 :(得分:3)
在xna中,您有4种主要方法:
loadContent&lt; - 每次运行游戏时都应执行一次,在这里加载游戏内容,纹理等。
初始化&lt; - 此方法也只会执行一次,在这里您可以设置游戏分辨率,抗锯齿和音频选项的额外配置等。
更新&lt; - 这将每秒执行60次,在这里你必须计算一个角色是否死亡或你是否用完了hp
draw&lt; - 在每次更新方法之后,将调用draw,在这里你将绘制当前的游戏对象,比如向上或向下移动一个角色,使某些东西浮动等等。
考虑到这一点,请移动您的代码(重构它),它应该可以正常工作,如果您有任何其他问题,请告诉我。
此外,当你执行rand.Next(tekstuur.Count)
时,你应该做+1,因为随机会给你一个介于0和你指定的上限之间的数字,比如你在那里给它5,它会返回你的数字最多4个而且从不5个......所以你错过了一个“tekstuur”