如何检测精灵的移动方向
本文关键字:精灵 移动 方向 检测 何检测 | 更新日期: 2023-09-27 18:32:55
我正在制作一款用于学习目的的 2D 塔防游戏,现在我被困在如何让敌人在移动时看向正确的方向。
这是我尝试过的没有成功:
// Class constructor
public AnimatedSprite(Texture2D texture, int lines, int columns, Vector2 position)
: base ( texture, position)
{
this.texture = texture;
this.position = position;
Lines = lines; // How many lines the sprite-sheet have
Columns = columns; How many columns the sprite-sheet have
totalFrames = Lines * Columns;
}
这是更新方法,它是一个 5x4 的精灵表:
public override void Update(GameTime gameTime)
{
// Depending on the direction the sprite is moving
// it will use different parts of the sprite-sheet
if (west == true)
{
initialFrame = 0;
finalFrame = 4;
}
if (east == true)
{
initialFrame = 5;
finalFrame = 9;
}
if (north == true)
{
initialFrame = 10;
finalFrame = 14;
}
if (south == true)
{
initialFrame = 15;
finalFrame = 19;
}
// When to update the current frame
timeSinseLastFrame += gameTime.ElapsedGameTime.Milliseconds;
if (timeSinceLastFrame > milisecondsPerFrame)
{
timeSinceLastFrame -= milisecondsPerFrame;
currentFrame++;
// Reset the frame to complete the loop
if (currentFrame == finalFrame)
currentFrame = initialFrame;
}
}
在绘制方法中,我尝试检测精灵面对的位置,我不确定最好的方法,但它不起作用,敌人被正确绘制并动画化,但有时沿着地图路径面向错误的方向,在某个点它们消失:
public override void Draw(SpriteBatch spriteBatch)
{
int width = texture.Width / Columns;
int height = texture.Height / Lines;
int line = (int)((float)currentFrame / (float)Columns);
int column = currentFrame % Columns;
Rectangle originRectangle = new Rectangle(width * column, height * line, width, height);
Rectangle destinationRectangle = new Rectangle((int)position.X, (int)position.Y, width, height);
// Heres what i think it's not correct, how to detect the direction
// I tried to calculate it by the last X and Y position
// So if the current Y value is smaller the last Y value
// The sprite moved south
Rectangle lastPosition = originRectangle;
Rectangle destinationPosition = destinationRectangle;
if (lastPosition.Y < destinationPosition.Y)
{
north = true;
south = false;
east = false;
west = false;
}
if (destinationRectangle.Y > lastPosition.Y)
{
north = false;
south = true;
east = false;
west = false;
}
if (destinationRectangle.X > lastPosition.X)
{
north = false;
south = false;
east = true;
west = false;
}
if (destinationRectangle.X < lastPosition.X)
{
north = false;
south = false;
east = false;
west = true;
}
spriteBatch.Draw(texture, destinationRectangle, originRectangle, Color.White);
}
}
}
首先看看你的代码片段:
if (lastPosition.Y < destinationPosition.Y)
{
north = true;
south = false;
east = false;
west = false;
}
if (destinationRectangle.Y > lastPosition.Y)
{
north = false;
south = true;
east = false;
west = false;
}
(lastPosition.Y <destinationPosition.Y)>和 (destinationRectangle.Y> lastPosition.Y)是相同的条件,所以在这两种情况下,你的 South = true。
其次,为什么要使用四个布尔变量?而是使用一个具有四种可能状态的变量。枚举对此有好处:
enum Direction
{
None = 0, // default
North = 1,
South = 2,
East = 3,
West = 4
}
而不是四个布尔值,使用一个方向变量。变量越少,麻烦就越少。
最后。我不太明白你是如何移动你的精灵的?我的意思是,在更改坐标之前,您如何检测方向?在我看来,它应该是这样的:
- 在 Update() 中,检测您需要在哪个方向移动和更改方向变量,并基于它更改和更新精灵状态。
- 在 Draw() 中,绘制当前状态下的精灵。
我解决了这个问题,我从基类中选择位置并更新基类中的最后一个位置,在敌人类中,更新方法将根据位置处理它将使用的帧。
敌方职业更新方法:
if (lastPosition.Y < position.Y)
{
initialFrame = 15;
lastFrame = 19;
}
if (position.Y < lastPosition.Y)
{
initialFrame = 10;
lastFrame = 14;
}
if (position.X > lastPosition.X)
{
initialFrame = 5;
lastFrame = 9;
}
if (position.X < lastPosition.X)
{
initialFrame = 0;
lastFrame = 4;
}
currentFrame = initialFrame;
totalFrame = lastFrame;
timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
if (timeSinceLastFrame > milisecondsPerFrame)
{
timeSinceLastFrame -= milisecondsPerFrame;
currentFrame++;
if (currentFrame == totalFrame)
currentFrame = 0;
}
}