我正在开发一款游戏,当我向右和向左按下时,飞船应该移动。不幸的是,这不太好用。这是我认为相关的代码,如果你需要其余的,只需要问。
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace thedodger
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
int scorevalue = 0;
SpriteFont font;
List<gameObject> objectList = new List<gameObject>();
Random rand = new Random(1);
Asteroid asteroid;
public static int screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
public static int screenWidth =GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
int asteroidCount = 0;
Player player = new Player();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <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);
font = Content.Load<SpriteFont>("font");
gameObject.texture = Content.Load<Texture2D>("asteroid");
Player.texture = Content.Load<Texture2D>("EnemyShip005");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <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)
{
scorevalue++;
player.Update(gameTime);
if (rand.Next(0, 8) == 2 && asteroidCount < 50)
{
for (int i = 0; i < 5; i++)
{
asteroid = new Asteroid(rand.Next(32,screenWidth));
objectList.Add(asteroid);
asteroidCount++;
}
}
foreach (Asteroid asteroid in objectList)
{
asteroid.Update(gameTime);
}
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
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.DrawString(font, "Score: " + scorevalue, new Vector2(5, 5), Color.White);
foreach (Asteroid asteroid in objectList)
{
asteroid.Draw(spriteBatch);
}
player.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace thedodger
{
class Player
{
public static Texture2D texture;
int xPos = 100;
int yPos = 100;
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, new Rectangle(xPos,yPos,75,59), Color.White);
}
public void Update(GameTime gameTime)
{
KeyboardState keyboard = new KeyboardState();
if (keyboard.IsKeyDown(Keys.Left))
{
xPos--;
}
if (keyboard.IsKeyDown(Keys.Right))
{
xPos++;
}
}
}
}
答案 0 :(得分:7)
在Player.Update
中,你正在做new KeyboardState()
- 我认为这会给你一个空的键盘状态对象。请尝试使用Keyboard.GetState()
。