问题:有时候,当我的战斗机朝一个方向跑(因为我按住方向按钮,如A,D,左或右),我快速释放按钮对于该方向并按下相反方向的按钮,战斗机继续沿前面提到的方向运行。这并不是一直发生的,它是" 随机"。此外,这与跳跃/摔倒无关,因为如果战斗机在空中与否,它并不重要。
我有4个课程,其中战斗机运动在更新方法中受到监管:
输入类,只是一些函数
public static void UpdateNew(GameTime gt)
{
// fires before any other update is called (before player/level/fighter update...)
frameTime = (float)gt.ElapsedGameTime.TotalSeconds;
ksNew = Keyboard.GetState();
msNew = Mouse.GetState();
}
public static void UpdateOld()
{
// fires after every other update is called (after player/level/fighter update...)
ksOld = ksNew;
msOld = msNew;
scrollValue = msOld.ScrollWheelValue;
}
public static bool Down(Keys k)
{ return ksNew.IsKeyDown(k); }
播放器类:
Fighter fighter; //set in constructor, it's not null
public void Update()
{
fighter.RunDirection = Input.Down(rightK).ToInt() - Input.Down(leftK).ToInt();
fighter.Jump = Input.Down(jumpK);
fighter.Punch = Input.Clicked(punchK);
}
// where .ToInt() converts bool to 1 if it's true, and to 0 if it's not true
战斗机等级
public int RunDirection
{ set { runMultiplier = MathHelper.Clamp(value, -1, 1); } }
public override void Update (float elTime, List<Entity> entities)
{
// region: checks for jump, works fine
AddForce(
// X - Horizontal Force
((Math.Abs(Force.X) < runSpeed) ? runMultiplier * runSpeed * 5 * elTime : 0) // movement controls
+ ((runMultiplier == 0) ? -Force.X.Sign() * runSpeed * 5 * elTime : 0) // traction when not moving
,
// Y - Vertical Force
((!canJump) ? 900 * elTime : 0) // gravity
- jumpDecreasingSpeed * elTime // jump
);
// region: Check collision and puts force.X or force.Y to 0 when it's colliding with other
// entities and put's player next to that entity
//set bool that stores last direction of looking (left/right)
if (runMultiplier != 0) lookingRight = runMultiplier > 0;
//checks if animation should be changed (idle, running, jumping or falling)
CheckAnimation();
//update currently playing animation
currentAnim.Update(elTime);
//stop fighters horisontal movement if it's small enough
if (Math.Abs(Force.X) < 1) AddForce(-Force.X, 0);
// after all calculations, move fighter by the force that is currently imacting him.
Position += Force * elTime;
}
等级等级
public void Update (float elTime)
{
// PLAYERS
p1.Update(); // updates only controls, as mentioned above, not the fighter itself.
p2.Update();
// update ENTITIES, player's fighters, and walls (their update method is empty)
// player's fighters are added to maps "entities" list.
for (int i = 0; i < map.entities.Count; i++)
map.entities[i].Update(elTime, map.entities.Where(q => q != map.entities[i]).ToList());
}
每个框架的简要更新顺序
GameMainUpdate
--- Input.UpdateNew
--- Level.Update
------ Player.Update
------ Fighter.Update
---------检查玩家是否想要移动,并增加力(速度)
---------检查碰撞,如果发生碰撞,则将力设定为0
---------完成所有计算后,将力添加到当前位置
--- Input.UpdateOld
问题:为什么会这样?为什么会这样&#34; 随机&#34;?我明白这是有原因的,但我不能指责它。
答案 0 :(得分:2)
导致它的一种可能情况是Math.Abs(Force.X) >= runSpeed
然后你添加0力。
如果Force.X&gt; = runSpeed则为0
runMultiplier == 0(由于立即切换而为假)然后为0
AddForce(0 + 0)
// X - Horizontal Force
((Math.Abs(Force.X) < runSpeed) ? runMultiplier * runSpeed * 5 * elTime : 0) // movement controls
+ ((runMultiplier == 0) ? -Force.X.Sign() * runSpeed * 5 * elTime : 0) // traction when not moving
然后这将永远不会执行,因为Math.Abs(Force.X) >= 1
(我假设runspeed是&gt; = 1)。
//stop fighters horisontal movement if it's small enough
if (Math.Abs(Force.X) < 1) AddForce(-Force.X, 0);
这是一个可能的原因,为什么在1帧缓冲区内切换键,其中一个方向立即被另一个方向替换,可以使你的力为0;这将导致战斗机继续前一个方向。