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
在这里输入代码
//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。
答案 0 :(得分:1)
快速概述我看到的导致您的问题的问题:
为了实现我认为你想要完成的目标,我会按照这些方针做一些事情(当然,根据你的需要量身定制和清理):
private void Update(GameTime gameTime)
{
// Only add a new projectile if Space or A is pressed
if (currentKeyboardState.IsKeyDown(Keys.Space) ||
currentGamePadState.Buttons.A == ButtonState.Pressed)
{
AddProjectile(); // some method that adds a new projectile to 'projectiles'
}
// Update all existing projectiles, regardless of button press.
// This will allow your projectiles to continue flying after they have been fired.
for (int i = 0; i < projectiles.Count; i++)
{
projectiles[i].Update();
if (projectiles[i].Dead) // check if projectiles[i] is out of bounds or has collided with something
{
projectiles.RemoveAt(i);
i--;
}
}
}
private void Draw(GameTime gameTime)
{
// Draw all existing projectiles, regardless of button press.
for (int i = 0; i < projectiles.Count; i++)
{
projectiles[i].Draw(spriteBatch);
}
}
您的空格键或A按钮仅用于触发新的射弹。你想让那个射弹飞到它击中某些东西或飞离屏幕的一侧,它不应该取决于你是否按下按钮才能这样做。也不应该抓住子弹。
有意义吗?