字段从不被分配,并且将始终具有默认值null
本文关键字:null 默认值 分配 字段 | 更新日期: 2023-09-27 17:58:54
所以我刚刚完成了一节课,用于我的漫游&追求敌人,但一旦我通过并声明了类,并在运行游戏时进行了必要的编码,我会弹出一个NullReferenceException,然后告诉我字段Virtual_Alien从未被分配,并且将始终具有null的默认值。
我在这里做错了什么?
主游戏代码:
private Roaming_Aliens roamingAlien;
private Virtual_Aliens virtualAlien;
public Vector2 playerPosition;
public Player mainPlayer = new Player();
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
mainPlayer.position = playerPostion;
// now assign that image to each of the characters we have
roamingAlien.LoadContent(Content);
virtualAlien.LoadContent(Content);
mainPlayer.LoadContent(Content);
score.LoadContent(Content);
// mainBackground.LoadContent(Content);
}
protected override void Update(GameTime gameTime)
{
currentKey = Keyboard.GetState();
if (currentKey.IsKeyDown(Keys.Escape))
{
this.Exit();
}
mainPlayer.Update(gameTime);
score.Update(gameTime);
virtualAlien.Update(gameTime);
roamingAlien.Wander();
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
//mainBackground.Draw(spriteBatch);
mainPlayer.Draw(spriteBatch);
virtualAlien.Draw(spriteBatch);
roamingAlien.Draw(spriteBatch);
spriteBatch.End();
}
虚拟外星人代码:
public class Virtual_Aliens
{
private enum TankAiState
{
Chasing,
Wander
}
private float maxSpeed;
private float maxRotation;
private float chaseDistance;
private float hysteresis;
private Texture2D texture;
private Vector2 drawingOrigin;
private Vector2 position;
private TankAiState tankState = TankAiState.Wander;
private float orientation;
private Random random = new Random();
private Rectangle viewportbounds;
public Rectangle boundingBox;
public Vector2 playerPosition;
private Vector2 heading;
public Virtual_Aliens(Rectangle pos, Rectangle b)
{
position = new Vector2 (100, 100);
boundingBox = new Rectangle(pos.X, pos.Y, pos.Width, pos.Height);
viewportbounds = new Rectangle(b.X, b.Y, b.Width, b.Height);
orientation = 0.0f;
heading = new Vector2(0, 0);
maxSpeed = 2.0f;
maxRotation = 0.20f;
random = new Random();
hysteresis = 15.0f;
chaseDistance = 250.0f;
}
public void LoadContent(ContentManager Content)
{
texture = Content.Load<Texture2D>("images/asteroid");
}
private Vector2 OrientationAsVector(float orien)
{
Vector2 orienAsVect;
orienAsVect.X = (float)Math.Cos(orien);
orienAsVect.Y = (float)Math.Sin(orien);
return orienAsVect;
}
Vector2 wanderPosition = new Vector2();
public void Wander()
{
// The wander effect is accomplished by having the character aim in a random
// direction. Every frame, this random direction is slightly modified.
// the max +/- the agent will wander from its current position
float wanderLimits = 0.5f;
// this defines what proportion of its maxRotation speed the agent will turn
float turnFactor = 0.15f;
// randomly define a new position
wanderPosition.X += MathHelper.Lerp(-wanderLimits, wanderLimits, (float)random.NextDouble());
wanderPosition.Y += MathHelper.Lerp(-wanderLimits, wanderLimits, (float)random.NextDouble());
// normalize the wander position, ...
if (wanderPosition != Vector2.Zero)
wanderPosition.Normalize();
// now find the new orientation based on the wanderPosition
orientation = TurnToFace(wanderPosition, orientation, turnFactor * maxRotation);
// determine the heading vector based on orientation
heading = OrientationAsVector(orientation);
// finally update the agents position based upon the new heading and its speed
// assume a wandering agent only moves at 0.5 of maxSpeed
position += heading * 0.5f * maxSpeed;
WrapForViewport();
}
private void WrapForViewport()
{
if (position.X < 0)
{
position.X = viewportbounds.Width;
}
else if (position.X > viewportbounds.Width)
{
position.X = 0;
}
if (position.Y < 0)
{
position.Y = viewportbounds.Height;
}
else if (position.Y > viewportbounds.Height)
{
position.Y = 0;
}
}
private float WrapAngle(float radian)
{
while (radian < -MathHelper.Pi)
{
radian += MathHelper.TwoPi;
}
while (radian > MathHelper.Pi)
{
radian -= MathHelper.TwoPi;
}
return radian;
}
private float TurnToFace(Vector2 steering, float currentOrientation, float turnSpeed)
{
float newOrientation;
float desiredOrientation;
float orientationDifference;
float x = steering.X;
float y = steering.Y;
// the desiredOrientation is given by the steering vector
desiredOrientation = (float)Math.Atan2(y, x);
// find the difference between the orientation we need to be
// and our current Orientation
orientationDifference = desiredOrientation - currentOrientation;
// now using WrapAngle to get result from -Pi to Pi
// ( -180 degrees to 180 degrees )
orientationDifference = WrapAngle(orientationDifference);
// clamp that between -turnSpeed and turnSpeed.
orientationDifference = MathHelper.Clamp(orientationDifference, -turnSpeed, turnSpeed);
// the closest we can get to our target is currentAngle + orientationDifference.
// return that, using WrapAngle again.
newOrientation = WrapAngle(currentOrientation + orientationDifference);
return newOrientation;
}
public void Update(GameTime gameTime)
{
if (tankState == TankAiState.Wander)
{
chaseDistance -= hysteresis / 2;
}
else if (tankState == TankAiState.Chasing)
{
chaseDistance += hysteresis / 2;
}
// Second, now that we know what the thresholds are, we compare the tank's
// distance from the cat against the thresholds to decide what the tank's
// current state is.
float distanceFromPlayer = Vector2.Distance(position, playerPosition);
if (distanceFromPlayer > chaseDistance)
{
// just like the mouse, if the tank is far away from the cat, it should
// idle.
tankState = TankAiState.Wander;
}
else
{
tankState = TankAiState.Chasing;
}
// Third, once we know what state we're in, act on that state.
float currentTankSpeed;
if (tankState == TankAiState.Chasing)
{
// the tank wants to chase the cat, so it will just use the TurnToFace
// function to turn towards the cat's position. Then, when the tank
// moves forward, he will chase the cat.
orientation = TurnToFace(playerPosition, orientation, maxRotation);
currentTankSpeed = maxSpeed;
}
else if (tankState == TankAiState.Wander)
{
Wander();
}
}
public void Draw(SpriteBatch spriteBatch)
{
drawingOrigin = new Vector2(texture.Width / 2, texture.Height / 2);
spriteBatch.Draw(texture, position, null, Color.White, orientation, drawingOrigin, 1.0f, SpriteEffects.None, 0.0f);
}
public Vector2 PlayerPosition
{
set
{
playerPosition = value;
}
get
{
return playerPosition;
}
}
}
您声明(实际上两次)一个名为virtualAlien的变量(类型为Virtual_Aliens)。然而,你永远不会给它分配任何东西(同时到处使用它。
您的声明需要看起来像:
Virtual_Alien virtualAlien = new Virtual_Alien();
这是将它分配给Virtual_Alien类的一个新实例,允许您稍后使用它。如果您需要稍后才可用的参数,请将实例化放在所有所需信息都可用的位置,并在调用实例化代码之前对变量的任何使用添加空检查。
romaingAlien成员似乎也有类似的问题。