我能够向上,向下,向左和向右移动船只精灵,并旋转它。然而,当“上升”时,船不会总是向上移动。钥匙被按下,我希望船朝船头方向移动。我以为我可以在update方法中的某个地方粘贴一个vector2变量,它总是指向精灵的尖端,但是我不能围绕如何"硬编码"精灵上的坐标。
我将在下面发布我的船级,我觉得事情有点乱,任何关于清理代码的建议都会受到欢迎。
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
//width = 62 pixels
//height = 179 pixels
namespace my_first_game
{
class Ship
{
private Vector2 position = new Vector2(300, 300);
private int radius = 50;
private bool ismoving = false;
private Dir direction = Dir.down;
private int health = 3;
private float speed = 100;
public float angle = 0;
public double turntime = .5d;
private float velocity = 10f;
private float drifttime = 0f;
// Constructor for the ship class
public Ship(int shiphealth)
{
shiphealth = health;
}
//getter/setter for angle
public float Get_angle
{
get { return angle; }
set { value = angle; }
}
//get and set health
public int Health
{
get { return health; }
set { value = health; }
}
// get and set the ship's position
public Vector2 Position
{
get{ return position; }
set { value = position; }
}
public void SetAngle (float f)
{
angle = MathHelper.ToDegrees(f);
}
//update loop for the ship's state
public void update_ship(GameTime gameTime)
{
KeyboardState kstate = Keyboard.GetState();
float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
float rotation = 0.02f;
//Vector2 Direction = new Vector2((float)Math.Cos(angle + 45), (float)Math.Sin(angle));
//Direction.Normalize();
//if keys are pressed, the ship moves until the keys are unpressed
if (kstate.IsKeyDown(Keys.W))
{
direction = Dir.up;
ismoving = true;
}
if (kstate.IsKeyDown(Keys.A))
{
direction = Dir.left;
ismoving = true;
}
if (kstate.IsKeyDown(Keys.D))
{
direction = Dir.right;
ismoving = true;
}
if (kstate.IsKeyDown(Keys.S))
{
direction = Dir.down;
ismoving = true;
}
if(kstate.IsKeyDown(Keys.W) && kstate.IsKeyDown(Keys.D))
{ direction = Dir.up_right;
ismoving = true;
}
if(kstate.IsKeyDown(Keys.W) && kstate.IsKeyDown(Keys.A))
{
direction = Dir.up_left;
ismoving = true;
}
if (kstate.IsKeyDown(Keys.S) && kstate.IsKeyDown(Keys.D))
{ direction = Dir.down_right;
ismoving = true;
}
if (kstate.IsKeyDown(Keys.S) && kstate.IsKeyDown(Keys.A))
{
direction = Dir.down_left;
ismoving = true;
}
//"ismoving" is used as a flag to move the ship if keys are held
//angle also rotates the boat when "A" and "D" are pressed
if (ismoving) {
switch (direction)
{
case Dir.up:
position.Y -= speed * dt;
ismoving = false;
break;
case Dir.down:
position.Y += speed * dt;
ismoving = false;
break;
case Dir.left:
angle -= rotation;
ismoving = false;
break;
case Dir.right:
angle += rotation;
ismoving = false;
break;
case Dir.up_right:
position.Y -= speed * dt;
position.X += speed * (float)turntime * dt;
angle += rotation;
ismoving = false;
break;
case Dir.up_left:
position.Y -= speed * dt;
position.X -= speed * (float)turntime * dt;
angle -= rotation;
ismoving = false;
break;
case Dir.down_right:
position.Y += speed * dt;
position.X += speed * (float)turntime * dt;
angle += rotation;
ismoving = false;
break;
case Dir.down_left:
position.Y += speed * dt;
position.X -= speed * (float)turntime * dt;
angle -= rotation;
ismoving = false;
break;
default: break;
}
}
}
}
}
这是我的船的相关绘制方法:
//create a new rectangle around the ship_sprite
Rectangle ship_rectangle = new Rectangle(0, 0, ship_sprite.Width,
ship_sprite.Height);
Vector2 origin = new Vector2(31, 160);
spriteBatch.Draw(ship_sprite, ship.Position, ship_rectangle,
Color.White, ship.angle, origin, 1.0f, SpriteEffects.None, 1);
答案 0 :(得分:1)
我怀疑是否有一个"对"回答这个问题,但我要做的是使用你的"角度"按下向上按钮时确定移动的属性。
我正沿着三角学的思路思考 - 你的半径就是船的速度。然后你要按照(伪代码!)的方式做一些事情:x += (cos(angle) * speed);
y += (sin(angle) * speed);
这假设Angle = 0对应于正常计划上0度的标准解释(面向右侧)。如果不是这种情况,您需要相应调整。
警告:我自己也没有这样编码,所以这只是我对如何实施的估计。我鼓励你尝试看看不同的方法是如何运作的。答案 1 :(得分:0)
经过一些修修补补后,我找到了一个适合我的解决方案。
Vector2 direction = new Vector2((float)Math.Cos(angle + 30),
(float)Math.Sin(angle + 30));
然后当' up'按下键,您可以简单地将船的位置设置为当前位置加上船的角度。这两者的总和可以乘以三角洲时间和船的速度。
if(kstate.IsKeyDown(Keys.W))
{
position = position + direction * dt * speed;
}