游戏着陆器,不是降落在着陆垫上而是通过

时间:2012-03-16 22:51:18

标签: c# xna

我想让这个xna游戏的着陆器成功触地着陆,然后播放声音,然而,它正好通过并且声音仍在播放。完整的代码是:

namespace MoonLander
{
  /// <summary>
  /// This is the main type for your game
  /// </summary>
  public class BasicLunarLander : Microsoft.Xna.Framework.Game
  {         
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    SoundEffectInstance EndGameSoundInstance;
    Texture2D BackgroundImage;
    Texture2D LandingImage;
    SoundEffect EndGameSound;
    int LanderPosX;
    int LanderPosY;
    Texture2D LandingPadImage;



    public BasicLunarLander()
    {
        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
        LanderPosX = 100;
        LanderPosY = 0;

        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);



        // TODO: use this.Content to load your game content here
        BackgroundImage = Content.Load<Texture2D>("background");
        LandingImage = Content.Load<Texture2D>("lander");
        LandingPadImage = Content.Load<Texture2D>("landingpad");
        EndGameSound = Content.Load<SoundEffect>("crowdcheer");
        EndGameSoundInstance = EndGameSound.CreateInstance();

    }

    /// <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)
    {
        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();


        if (Keyboard.GetState().IsKeyDown(Keys.Down))
        {
            LanderPosY = LanderPosY + 2;
        }

        if (Keyboard.GetState().IsKeyDown(Keys.Up))
        {
            LanderPosY = LanderPosY - 2;
        }

        if (Keyboard.GetState().IsKeyDown(Keys.Left))
        {
            LanderPosX = LanderPosX - 2;
        }

        if (Keyboard.GetState().IsKeyDown(Keys.Right))
        {
            LanderPosX = LanderPosX + 2;
        }

        // TODO: Add your update logic here
        Rectangle rectLander = new Rectangle(LanderPosX, LanderPosY, LandingImage.Width, LandingImage.Height);
        Rectangle rectLandingPad = new Rectangle(350, 500, LandingPadImage.Width, LandingPadImage.Height);

        if (rectLander.Intersects(rectLandingPad))
        {
            EndGameSoundInstance.Play();

        }

        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)
    {



        // TODO: Add your drawing code here
          spriteBatch.Begin();
        spriteBatch.Draw(BackgroundImage, Vector2.Zero, Color.White);
        spriteBatch.Draw(LandingImage, new Vector2(LanderPosX, LanderPosY), Color.White);
        spriteBatch.Draw(LandingPadImage, new Vector2(350,500), Color.White);
        spriteBatch.End();
        base.Draw(gameTime);
    }
  }
}

希望你能帮我解决这个问题,谢谢大家的时间。

1 个答案:

答案 0 :(得分:0)

这是因为在着陆器降落后(条件已经满足),你没有做任何防止移动的事情。声音播放当然是因为这就是你所做的代码。

添加一个变量,检测它是否已落地,并在您的类中声明它

bool _hasLanded = false;

然后在你的更新方法中包括密钥检测(对于上,下,左和右键),如果:

if(!_hasLanded)
{
//keypresses go here
}

最后,在if内查看矩形是否相交,添加

_hasLanded = true;

这应该可以防止您在着陆器触及着陆垫后移动着陆器。