感谢阅读。 问题:在空格键按下后,无论是按下另一个按键还是放开空格键,我都需要使用我的射弹进行射击并继续其生命。
下面是代码添加,更新和绘制射弹。 我已尝试过对此代码的大量重写,但是我没有足够的经验来找到合适的解决方案。
下面的AddProjectile代码
enter code here
//add projectile if spacebar is pressed
private void AddProjectile(Vector2 position)
{
//i need somthing like this to make bullets autofire on phone
//while (TouchPanel.IsGestureAvailable)
//{
// Projectile projectile = new Projectile();
// projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position);
// projectiles.Add(projectile);
//}
if (currentKeyboardState.IsKeyDown(Keys.Space) ||
currentGamePadState.Buttons.A == ButtonState.Pressed)
{
Projectile projectile = new Projectile();
projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position);
projectiles.Add(projectile);
}
}
更新下面的Projectile代码
private void UpdateProjectiles()
{
//update projectiles
for (int i = projectiles.Count - 1; i >= 0; i--)
{
if (currentKeyboardState.IsKeyDown(Keys.Space) ||
currentGamePadState.Buttons.A == ButtonState.Pressed)
{
//adds particle to first projectile but not again until the next fire butotn press
//particleEngine.EmitterLocation = new Vector2(projectiles[i].Position.X, projectiles[i].Position.Y);
projectiles[i].Update();
projectileOn = true;
}
//if projectiles not being fired remove them from the game screen
else
{
projectiles.RemoveAt(i);
}
}
}
将射弹吸引到屏幕的绘制方法
//draw the projectiles
//***********************************************************
//using the if here allows control of projectiles to pass...
//...to the "currentstate of the spacebar (is pressed = fire)
/***/
if (currentKeyboardState.IsKeyDown(Keys.Space) ||
currentGamePadState.Buttons.A == ButtonState.Pressed)
{
for (int i = 0; i < projectiles.Count; i++)
{
projectiles[i].Draw(spriteBatch);
}
}
//remove projectiles and reset
if (currentKeyboardState.IsKeyUp(Keys.Space) ||
currentGamePadState.Buttons.A == ButtonState.Released)
{
UpdateProjectiles();
}
所以,这就是我到目前为止所说的并且如上所述可以让抛射物完好无损,我只是不能让它们继续它们的生命(直到碰撞或它们到达屏幕的末端)一旦我放开了键盘空格键。 任何帮助都将不胜感激 感谢您再次阅读。 。 gruffy
答案 0 :(得分:3)
好吧,我可以告诉你的问题在于你的UpdateProjectiles()
代码。具体在:
//if projectiles not being fired remove them from the game screen
else
{
projectiles.RemoveAt(i);
}
这意味着当您没有按空格键时,您将删除列表中的所有射弹。同样在您的绘图代码中,当空格键被释放时,您将专门调用UpdateProjectiles()
,这将清除您的射弹列表。
你可以做的是,如果弹丸被展示,而不是让空格键控制,而是分开管理。我的意思是这样的:
//adds projectiles - only if the spacebar was pressed this update,
//ensuring that only ONE projectile is added per press:
if (currentKeyboardState.IsKeyDown(Keys.Space) && previousKeyboardState.IsKeyUp(Keys.Space))
{
projectiles.Add(new Projectile());
}
//updates the projectiles:
for(int i = 0; i < projectiles.Count; ++i)
{
projectiles[i].Update();
}
//checks if projectiles have collided or are out of bounds:
foreach(projectile p in projectiles)
{
if (PROJECTILE IS OUT OF BOUNDS || HAVE COLLIDED WITH STUFF)
{
DO WHAT NEEDS TO BE DONE;
projectiles.Remove(p);
break;
}
}
正如你所看到的,空格键在这里唯一做的就是在按下时添加新的射弹。无论空格键是否被按下,都会更新和移除抛射物。 同样在您的绘图代码中,我建议将其更改为:
//draws the projectiles regardless of whether the spacebar is pressed
foreach (projectile p in projectiles)
{
p.Draw(spriteBatch);
}
这意味着无论是否按下空格键,您都将在列表中绘制所有抛射物(如果它是空的,则不绘制)。我还建议移动UpdateProjectiles()
只能在你的Update()
调用中,因为这会释放你的绘图方法,只是为了绘制内容。
我并不是说这是最有效的方法,但它会完成工作。但需要注意的一点是,你只能在UpdateProjectiles()
次呼叫中删除1个射弹,但这不应该是一个问题(至少在我的经验中),因为你正在更新许多一秒钟,在一次更新中需要移除两个射弹的情况很少见。
希望这会有所帮助:)