public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D walkRight, walkUp, walkLeft, walkDown, currentWalk, TitleScreen, stand;
Rectangle destRect;
Rectangle sourceRect;
KeyboardState ks;
Vector2 position = new Vector2();
bool isGrounded;
bool isStanding;
float fallSpeed = 5;
enum GameStates { Titlescreen, Playing, PlayerDead, GameOver };
GameStates gameStates = GameStates.Titlescreen;
float elapsed;
float delay = 200f;
int frames = 0;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
destRect = new Rectangle(50, 50, 50, 50);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
walkRight = Content.Load<Texture2D>("walkRight");
walkUp = Content.Load<Texture2D>("walkUp");
walkLeft = Content.Load<Texture2D>("walkLeft");
walkDown = Content.Load<Texture2D>("walkDown");
TitleScreen = Content.Load<Texture2D>("TitleScreen");
stand = Content.Load<Texture2D>("SpriteStill");
currentWalk = walkRight;
}
protected override void UnloadContent()
{
}
private void Animate(GameTime gameTime)
{
elapsed += (float)gameTime.ElapsedGameTime.TotalMilliseconds;
if (elapsed >= delay)
{
if (frames >= 3)
{
frames = 0;
}
else
{
frames++;
}
elapsed = 0;
}
sourceRect = new Rectangle(50 * frames, 0, 50, 50);
}
protected override void Update(GameTime gameTime)
//{
//switch (gameStates)
{
if (position.Y >= Window.ClientBounds.Height - 50)
{
position.Y = Window.ClientBounds.Height - 50;
isGrounded = true;
}
if (position.X >= Window.ClientBounds.Width - 50)
{
position.X = Window.ClientBounds.Width - 50;
}
if (position.X <=0)
{
position.X = 0;
}
if (position.Y <= 0)
{
position.Y = 0;
}
ks = Keyboard.GetState();
if (ks.IsKeyDown(Keys.Right))
{
position.X += 3f;
currentWalk = walkRight;
}
if (ks.IsKeyDown(Keys.Left))
{
position.X -= 3f;
currentWalk = walkLeft;
}
if (ks.IsKeyDown(Keys.Down))
{
position.Y += 3f;
currentWalk = walkDown;
}
Animate(gameTime);
destRect = new Rectangle((int)position.X, (int)position.Y, 50, 50);
FallManagement(gameTime);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(currentWalk, destRect, sourceRect, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
void FallManagement(GameTime gameTime)
{
position.Y += fallSpeed;
if (isGrounded == false)
{
fallSpeed = 5;
}
if (ks.IsKeyDown(Keys.Up) && isGrounded)
{
fallSpeed -= 40;
isGrounded = false;
}
}
}
我目前正在为一年级的大学课程创建一个非常基本的XNA平台游戏。我目前正在尝试添加一个声明,如果没有按下任何按键,则为角色静止加载纹理2d,但我不确定如何检查是否没有按下按键。基本上我想检查角色是否在移动,如果没有,角色的纹理将被设置为静止png,有没有人知道我怎么做。我已将整个代码放入这个问题,因为我没有使用字符类,而且我的编码水平在当前是非常基本的。
答案 0 :(得分:1)
也许这样的事情对你有用:
ks = Keyboard.GetState();
bool isMoving = false;
if (ks.IsKeyDown(Keys.Right))
{
position.X += 3f;
currentWalk = walkRight;
isMoving = true;
}
if (ks.IsKeyDown(Keys.Left))
{
position.X -= 3f;
currentWalk = walkLeft;
isMoving = true;
}
if (ks.IsKeyDown(Keys.Down))
{
position.Y += 3f;
currentWalk = walkDown;
isMoving = true;
}
if (!isMoving)
{
//Do whatever you need to do when the player is still here
}
当您按下任何键时,基本上设置一个标志,然后在没有按下任何键时使用该标志执行您需要执行的操作。
或者,如果你想检查没有按下任何键,那么:
if (ks.GetPressedKeys() == null || ks.GetPressedKeys().Length == 0)
{
//No keys pressed at all. (not sure if GetPressedKeys returns null
//or zero length array, check when in debug then remove one.
}