随机敌人模式
本文关键字:模式 敌人 随机 | 更新日期: 2023-09-27 18:07:45
我想要一个随机移动敌人的模式,因为当我有3或4个敌人时,它们看起来像是相同的敌人移动。这是我的随机代码:
int seed = unchecked(System.DateTime.Now.Ticks.GetHashCode());
rand = new Random(seed);
这里是处理移动的代码:
public void move(GameTime time, WorldScreen screen)
{
timer += (float)time.ElapsedGameTime.TotalMilliseconds;
if (timer > 2000)
{
switch (rand.Next(0, 3))
{
case 0:
base.direction = Enemy.Direction.down;
break;
case 1:
base.direction = Enemy.Direction.right;
break;
case 2:
base.direction = Enemy.Direction.left;
break;
case 3:
base.direction = Enemy.Direction.up;
break;
}
timer = 0;
}
timer1 += (float)time.ElapsedGameTime.TotalMilliseconds;
if (timer1 > 50)
{
timer1 = 0;
if (direction == Enemy.Direction.down)
{
if (!MoveCollision(new Vector2(position.X, position.Y + speed), screen))
{
base.position.Y += speed;
ActualAnimation = getAnimation("rundown");
}
else
{
base.direction = Enemy.Direction.right;
}
}
if (direction == Enemy.Direction.up)
{
if (!MoveCollision(new Vector2(position.X, position.Y - speed), screen))
{
base.position.Y -= speed;
ActualAnimation = getAnimation("runup");
}
else
{
base.direction = Enemy.Direction.down;
}
}
if (direction == Enemy.Direction.right)
{
if (!MoveCollision(new Vector2(position.X + speed, position.Y), screen))
{
base.position.X += speed;
ActualAnimation = getAnimation("runright");
}
else
{
base.direction = Enemy.Direction.left;
}
}
if (direction == Enemy.Direction.left)
{
if (!MoveCollision(new Vector2(position.X - speed, position.Y), screen))
{
base.position.X -= speed;
ActualAnimation = getAnimation("runleft");
}
else
{
base.direction = Enemy.Direction.up;
}
}
}
ActualAnimation.update(time, position);
}
,但这段代码只是对房间里的所有敌人做相同的模式。谢谢你的帮助。
我认为问题出在这里
int seed = unchecked(System.DateTime.Now.Ticks.GetHashCode()); rand = new Random(seed);`
检查是否多次调用时间过近。如果是这样的话,你会在
上得到相同的随机数rand.Next(0, 3)
每次你调用它,你都会得到相同的数字,因此你会在每个敌人身上得到相同的图案。
相似的问题
我解决了这个问题在for阅读器上放了一个计数器像这样做种子(这是在for地图阅读器上):
int id = map.Layers[1].Tiles[i].Gid;
if (id == 172)
{
enemys.Add(new Hero.World.Entitys.Enemys.Octorock(new Vector2((int)position.X + map.Layers[1].Tiles[i].X * 16, (int)position.Y + map.Layers[1].Tiles[i].Y * 16),i));
}
之后,对于敌人的构造函数,像这样:
public Octorock(Vector2 position,int i) :base(position)
{
int seed = unchecked(System.DateTime.Now.Millisecond);
rand = new Random(seed*i);}