我有 Windows XP SP3。
我在3.1版中创建了默认的XNA项目,并将这些简单的行添加到预生成的代码中:
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Rectangle rectangle = new Rectangle(80, 80, 100, 100);
Texture2D textureTrain;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
//TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 10);
}
...
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
textureTrain = Content.Load<Texture2D>("MyBitmap1");
}
...
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
rectangle.X = rectangle.X + 1;
rectangle.Y = rectangle.Y + 1;
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(textureTrain, rectangle, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
这很简单!但运动非常迟钝,它闪烁,我甚至无法看到它。
如果我将它与一些Flash游戏进行比较,它是无与伦比的。为什么是这样?我做错了什么?
答案 0 :(得分:1)
因为您使用的是矩形的X和Y分量,所以您的计算将四舍五入为最接近的整数。在这种情况下,您需要粒度,精确,精确的移动。
即
Vector2 position = new Vector2(0.1f, 0.1f);
//Some Arbitrary movement
float speed = 0.008f;
position.X += (float)((speed * position.X);
position.Y += (float)((speed * position.Y);
spriteBatch.Begin();
spriteBatch.Draw(textureTrain, position, rectangle, Color.White);
spriteBatch.End();