XNA:需要帮助生成敌人在任何一边,在一个计时器滴答,然后让他们随机移动
本文关键字:计时器 一个 滴答 然后 移动 随机 他们 帮助 敌人 XNA 任何一 | 更新日期: 2023-09-27 17:54:50
我在XNA制作一款2d射击游戏,遇到了一些问题。我正在尝试创造一个敌人职业,让我能够每10秒从屏幕上刷出一个敌人,然后让它随机向上、向左或向下移动。在花了4个小时的时间在网上搜索之后,我发现的都是一些让敌人朝着一个方向移动,从一个点刷出等等的例子。
任何帮助将是非常感激,我的敌人类是一个有点混乱的分钟从拖在一起这么多的代码,试图使其工作。现在是这样的:
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Shark_Wars_2
{
class Enemy
{
List<Vector2> sharkPosition = new List<Vector2>(); //is there a better way for having more than one of the same enemy?
public Vector2 sharkDirection;
public int sharkWidth;
public int sharkHeight;
public int sharkSpeed;
float sharkSpawnProbability;
public Random randomSharkPosition;
public Random direction;
double timer = 0;
float interval = 1000;
int speed = 1;
public Enemy()
{
sharkPosition = new Vector2(0, 0); //brings up error - see above
sharkWidth = 64;
sharkHeight = 44;
sharkSpeed = 3;
sharkSpawnProbability = 1 / 10000f;
randomSharkPosition = new Random(3); //left, right, up, down
direction = new Random(3);
}
public void update(GameTime gameTime)
{
//enemy movement
for (int i = 0; i < sharkPosition.Count; i++)
{
//enemy position increases by speed
sharkPosition[i] = new Vector2(sharkPosition[i].X + sharkDirection.X, sharkPosition[i].Y + sharkDirection.Y);
}
timer += gameTime.ElapsedGameTime.TotalMilliseconds;
//aniamtion
if (timer >= interval / speed)
{
timer = 0;
}
//spawn new enemy
if (randomSharkPosition.NextDouble() < sharkSpawnProbability)
{
float spawn = (float)randomSharkPosition.NextDouble() * (1280 - sharkHeight); sharkPosition.Add(new Vector2(sharkDirection.X, sharkDirection.Y));
}
}
// ill worry about drawing after spawning and movement, should be no problem
public void draw()//(SpriteBatch spritebatch, Texture2D wave)
{
for (int i = 0; i < sharkPosition.Count; i++)
{
//spritebatch.Draw(shark, new Rectangle((int)sharkPosition[i].X, (int)sharkPosition[i].Y, sharkWidth, sharkHeight);
}
}
}
}
我的头真的卡住了,我花了很多时间研究如何制作移动的背景对象和一个子弹列表。
我真的很想简化这个,所以如果你知道一个更简单的方法做事情,我洗耳恭听!
提前感谢!
你的基本问题是你没有把你的管理/逻辑类和你的实例对象分开。你想要更多的分隔,像这样:
public class EnemyManager
{
List<Shark> activeSharks = new List<Shark>();
Timer spawnTimer;
//Just one random instance per class, this is considered best practice to improve
//the randomness of the generated numbers
Random rng = new Random(); //Don't use a specific seed, that reduces randomness!
public EnemyManager()
{
//Min/max time for the next enemy to appear, in milliseconds
spawnTimer = new Timer(rng.Next(500, 2000));
spawnTimer.Elapsed += SpawnShark;
spawnTimer.Start();
}
public void SpawnShark(object sender, ElapasedEventArgs e)
{
Vector2 newSharkPosition = Vector2.Zero;
newSharkPosition.X = rng.Next(0, 1280); //Whatever parameters you want
newSharkPosition.Y = rng.Next(0, 1280); //Whatever parameters you want
Vector2 newSharkDirection.... //Repeat above for direction
Shark spawnedShark = new Shark(newSharkPosition, newSharkDirection);
activeSharks.Add(spawnedShark);
//Min/max time for the next enemy to appear, in milliseconds
spawnTimer = new Timer(rng.Next(500, 2000));
}
public void update(GameTime gameTime)
{
foreach(Shark s in activeSharks)
s.Update(gameTime);
}
public void draw(SpriteBatch spritebatch, Texture2D wave)
{
foreach(Shark s in activeSharks)
s.Draw(spritebatch, wave)
}
}
public class Shark
{
Vector2 position;
Vector2 direction;
const float speed = 3;
const int height = 44;
const int width = 64;
public Shark(Vector3 initPosition, Vector3 direction)
{
position = initPosition;
this.direction = direction;
}
//Draw/Update using the local variables.
}
显然我没有写所有的代码,但这应该让你开始。首先,我将所有"实例"特定的数据放入它自己的对象中,然后"管理器"只是保存和管理这些对象的集合。我还重构了RNG,使其只有一个实例(最佳实践),并使用默认的基于时间的种子。您自己播种将导致每次运行程序时输出的数字相同(可能不是您想要的:))。
如果你有什么不明白的,请告诉我,或者我可以提供任何进一步的帮助!