现在,当我击中空格键时,它将向左或向右移动,我希望球能够第一次直接进行。然后当球击中墙壁,阻挡或线后,我希望球随机指向“-1” “ 不知何故。这是我的第一个学校游戏项目,它是一个单线乒乓球游戏。
编辑:编辑我添加了“boll_speed.X = random.Next(-1,1);”,这完美无缺!
blockgrön= blockgreen
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont spritefont;
Texture2D linje_texture;
Texture2D boll_texture;
Texture2D blockröd_texture;
Texture2D blockgrön_texture;
Texture2D gameover_texture;
Rectangle linje_rect;
Rectangle boll_rect;
Rectangle blockröd_rect;
Rectangle blockgrön_rect;
Rectangle gameover_rect;
Vector2 linje_speed;
Vector2 boll_speed;
Random random;
int liv;
int poang;
int highscore;
List<Rectangle> block = new List<Rectangle>();
bool Start = false;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 760;
graphics.PreferredBackBufferHeight = 620;
}
protected override void Initialize()
{
linje_speed.X = 5f;
boll_speed.X = boll_speed.X = random.Next(-1, 1);
boll_speed.Y = 6f;
liv = 3;
poang = 0;
random = new Random();
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
spritefont = Content.Load<SpriteFont>("Fonts/Myfont");
linje_texture = Content.Load<Texture2D>("Pics/linje-lång");
boll_texture = Content.Load<Texture2D>("Pics/boll");
blockgrön_texture = Content.Load<Texture2D>("Pics/block-grön");
blockröd_texture = Content.Load<Texture2D>("Pics/block-röd");
gameover_texture = Content.Load<Texture2D>("Pics/GameOver");
linje_rect = new Rectangle((Window.ClientBounds.Width - linje_texture.Width) / 2, 580, linje_texture.Width, linje_texture.Height);
boll_rect = new Rectangle((Window.ClientBounds.Width - boll_texture.Width) / 2, 556, boll_texture.Width, boll_texture.Height);
gameover_rect = new Rectangle((Window.ClientBounds.Width / 2) - (gameover_texture.Width / 2), (Window.ClientBounds.Height / 2) - gameover_texture.Height / 2, gameover_texture.Width, gameover_texture.Height);
block.Add(blockgrön_rect);
block.Add(blockröd_rect);
for (int i = 1; i < 5; i++)
{
for (int g = 1; g < 13; g++)
{
block.Add(new Rectangle((g * 63) - 60, (i * 40), blockgrön_texture.Width, blockgrön_texture.Height));
}
}
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if (Start == true)
{
boll_rect.X += (int)boll_speed.X;
boll_rect.Y += (int)boll_speed.Y;
}
if(Start == false)
{
boll_rect.X = linje_rect.X + ((linje_texture.Width / 2) - (boll_texture.Width / 2));
}
if (boll_rect.X > Window.ClientBounds.Width - boll_texture.Width || boll_rect.X < 0)
boll_speed.X *= -1;
if (boll_rect.Y > Window.ClientBounds.Height - boll_texture.Height || boll_rect.Y < 0)
boll_speed.Y *= -1;
if (boll_rect.Y > Window.ClientBounds.Height - boll_texture.Height)
{
liv -= 1;
Start = false;
boll_rect.X = (Window.ClientBounds.Width - boll_texture.Width) / 2;
boll_rect.Y = 556;
linje_rect.X = (Window.ClientBounds.Width - linje_texture.Width) / 2;
linje_rect.Y = 580;
}
KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyDown(Keys.Left))
{
linje_rect.X -= (int)linje_speed.X;
}
else if (ks.IsKeyDown(Keys.Right))
{
linje_rect.X += (int)linje_speed.X;
}
else if (ks.IsKeyDown(Keys.Space))
{
Start = true;
}
if (linje_rect.X > Window.ClientBounds.Width - linje_texture.Width)
linje_rect.X = (Window.ClientBounds.Width - linje_texture.Width);
if (linje_rect.X < 0)
linje_rect.X = 0;
if (linje_rect.Intersects(boll_rect))
{
boll_speed.Y *= -1;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
if (liv > 0)
{
spriteBatch.Draw(linje_texture, linje_rect, Color.White);
spriteBatch.Draw(boll_texture, boll_rect, Color.White);
spriteBatch.DrawString(spritefont, "Liv kvar: " + liv, Vector2.Zero, Color.White);
spriteBatch.DrawString(spritefont, "Points: " + poang, new Vector2(350, 0), Color.White);
spriteBatch.DrawString(spritefont, "Highscore: " + highscore, new Vector2(660, 0), Color.White);
foreach (Rectangle g in block)
{
spriteBatch.Draw(blockgrön_texture, g, Color.White);
}
}
if (liv == 0)
{
spriteBatch.Draw(gameover_texture, gameover_rect, Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
这些部分出现问题:
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if (Start == true)
{
boll_rect.X += (int)boll_speed.X;
boll_rect.Y += (int)boll_speed.Y;
}
if (boll_rect.X > Window.ClientBounds.Width - boll_texture.Width || boll_rect.X < 0)
boll_speed.X *= -1;
if (boll_rect.Y > Window.ClientBounds.Height - boll_texture.Height || boll_rect.Y < 0)
boll_speed.Y *= -1;
else if (ks.IsKeyDown(Keys.Space))
{
Start = true;
}
if (linje_rect.Intersects(boll_rect))
{
boll_speed.Y *= -1;
boll_speed.Y += random.Next(-100, 101) / 100.0f;
boll_speed.X *= -1;
boll_speed.X += random.Next(-100, 101) / 100.0f;
}
答案 0 :(得分:2)
我会给你一般的想法。请根据您的示例进行调整
假设您想要移动到电路板上的所有方向,现在将您的电路板想象成一个二维数组(所有像素在该电路板上都有x,y表示)
(0,0)标记了电路板的左上角,而(宽度,高度)标记在右下角。你的球位于(x,y)位置的棋盘中间,其中x> 0和x&lt; (板的宽度)和y&gt; 0和y&lt;高度。
根据下图,您有8个不同的指示
现在是时候将这些方向转换为逻辑结构了。你需要为它创建一个数组,假设我们想从NW方向开始。我将创建一个数组,其中包含您需要添加到(x,y)位置的数字,以便继续按照您选择的方向前进。如果你看到我正在创建一个双向数组
现在这是你想法的伪代码:
int[,] directions = new int[,]{{-1,-1,-1,0,1,1,1,0}, {-1,0,1,1,1,0,-1,-1}};
public void Move(Game game)
{
Point currentPosition = GetYourCurrentPosition(); //the x, y
int direction = GetYourRandomDirection() //this should be a random number between 0 and 7, beucase the array for directions has 8 positions.
int xDirection = directions[0, direction];
int yDirection = directions[1, direction];
//move inside the board forever
while(true)
{
while(ICanMoveTo(currentPosition.X + xDirection, currentPosition.Y + yDirection)
{
//keep moving on the same direction
currentPosition.X += xDirection;
currentPosition.Y += yDirection;
}
//if you can't move anymore in the same direction, then change
direction = GetYourRandomDirection();
xDirection = directions[0, direction];
yDirection = directions[1, direction];
}
}
答案 1 :(得分:1)
Random.Next(-1)
应该会给你越界错误。
您可以使用类似Random.Next(-200, 0)/100.0f
的内容,它会返回介于-2和0之间的负数(包括-2,不包括0)。
但请注意,这种倍增将导致球随着时间的推移而减速。它可能加速到当前速度的两倍,但它可以一步减速到接近0。因此,我宁愿首先在y方向上反转球速度,如果你击中水平线,则在x中保持相同,如果你击中垂直线,则在x中反转并保持在y。然后随机添加零均值常数。
boll_speed.Y *= -1;
boll_speed.Y += random.Next(-100, 101)/100.0f; // Add random number between -1 and 1 with 0.01 precision.
// and nearly the same for X. Depending on the lines hit.
答案 2 :(得分:0)
我认为你的意思是你希望球在到达窗口边界或线条时随机改变方向。如果是这样的话:
您为方向更改使用常量值。添加随机函数以将boll_speed乘以。
例如,在伪代码中,而不是-1,执行随机(-1)。