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);
    }
}
}

如何检测精灵的移动方向

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:

  1. 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。
  2. 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;
            }       
        }