在上一个问题here.中,我成功地找到了如何从图像中读取和绘制每个帧的关卡。
现在我已经输入了一个Player类,尽管代码没有这样做,但玩家的动作仍然非常不稳定。我知道这一点,因为如果我对水平读数代码进行评论,则播放器移动正常。
我认为这是foreach循环这样做的。我不知道,我们将不胜感激!
为了节省您点击的时间,这是我成功读完水平的代码。
public void readLevel(string path, GraphicsDevice graphics)
{
//GET AN ARRAY OF COLORS
Texture2D level = Content.Load<Texture2D>(path);
Color[] colors = new Color[level.Width * level.Height];
level.GetData(colors);
//READ EACH PIXEL AND DRAW LEVEL
Color brickRGB = new Color(128, 128, 128);
Color blankRGB = new Color(87, 0, 127);
int placeX = 0;
int placeY = 0;
foreach (Color pixel in colors)
{
SpriteBatch spriteBatch = new SpriteBatch(graphics);
spriteBatch.Begin();
if (pixel == brickRGB)
{
Texture2D brick = Content.Load<Texture2D>("blocks/brick");
spriteBatch.Draw(brick, new Rectangle(placeX, placeY, 40, 40), Color.White);
Rectangle rect = new Rectangle(placeX, placeY, 40, 40);
blocks.Add(rect);
}
else if (pixel == blankRGB)
{
Texture2D back = Content.Load<Texture2D>("titlescreen/back");
spriteBatch.Draw(back, new Rectangle(placeX, placeY, 40, 40), Color.White);
}
if (placeX == 840)
{
placeX = 0;
placeY += 40;
}
else placeX += 40;
spriteBatch.End();
}
}
Game.cs:
class Game
{
Player player;
LevelReader reader;
int level = 1;
public Game(ContentManager content)
{
reader = new LevelReader(content);
player = new Player(content);
}
public void Update()
{
player.Update();
}
public void Draw(GraphicsDevice graphics)
{
reader.readLevel("levels/l" + level, graphics);
player.Draw(graphics);
}
}
答案 0 :(得分:1)
您可能希望将调用移至循环外的spritebatch.Begin()
和spritebatch.End()
。
SpriteBatch spriteBatch = new SpriteBatch(graphics);
spriteBatch.Begin();
foreach (Color pixel in colors)
{
if (pixel == brickRGB)
{
Texture2D brick = Content.Load<Texture2D>("blocks/brick");
spriteBatch.Draw(brick, new Rectangle(placeX, placeY, 40, 40), Color.White);
Rectangle rect = new Rectangle(placeX, placeY, 40, 40);
blocks.Add(rect);
}
else if (pixel == blankRGB)
{
Texture2D back = Content.Load<Texture2D>("titlescreen/back");
spriteBatch.Draw(back, new Rectangle(placeX, placeY, 40, 40), Color.White);
}
if (placeX == 840)
{
placeX = 0;
placeY += 40;
}
else placeX += 40;
}
spriteBatch.End();