XNA产生多个敌人
本文关键字:敌人 XNA | 更新日期: 2023-09-27 17:59:20
好吧,我确信我只是错过了一些非常简单的东西,因为我在任何地方都找不到答案。我正在制作一个无限奔跑者游戏(2d),但我可以在一开始就让一个敌人产卵,就这样。我到底错过了什么?这是代码:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace WindowsGame1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
static Random enemyspawner = new Random();
int enemyloc = enemyspawner.Next(500) + 500;
/*GraphicsDeviceManager, SpriteBatch, Texture2D and Vector2 may be found only in XNA. They are just used for drawing objects and defining locations.*/
GraphicsDeviceManager graphic;
SpriteBatch SpriteBatch;
Texture2D charr;
int enemyspeed = 1;
Vector2 charPos;
bool jumping; //Is the character jumping?
float startY, jumpspeed = 0; //startY to tell us //where it lands, jumpspeed to see how fast it jumps
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D grass;
Texture2D enemy;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
charr = Content.Load<Texture2D>(@"dog_jump"); //Load image
charPos = new Vector2(230, 415);//Char loc, X/Y
grass = Content.Load<Texture2D>(@"grass1");
enemy = Content.Load<Texture2D>(@"fire hydrant");
startY = charPos.Y;//Starting position
jumping = false;//Init jumping to false
jumpspeed = 0;//Default no speed
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
for (int x = 0; x == 1000; x++ )
{
enemyspeed++;
}
for (int x = 0; x == 75; x++)
{
x = 0;
spriteBatch.Begin();
spriteBatch.Draw(enemy, new Vector2(enemyloc, 450), Color.White);
spriteBatch.End();
enemyloc = enemyspawner.Next(500);
}
enemyloc -= enemyspeed;
//Init keyboard
KeyboardState keyState = Keyboard.GetState();
if (jumping)
{
charPos.Y += jumpspeed;//Making it go up
jumpspeed += 1;//Some math (explained later)
if (charPos.Y >= startY)
//If it's farther than ground
{
charPos.Y = startY;//Then set it on
jumping = false;
}
}
else
{
if (keyState.IsKeyDown(Keys.Space))
{
jumping = true;
jumpspeed = -12;//Give it upward thrust
}
}
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(grass, new Vector2(0, 450), Color.White);
spriteBatch.Draw(charr, charPos, Color.White);
spriteBatch.End();
Spawner();
base.Draw(gameTime);
}
public void Spawner()
{
spriteBatch.Begin();
spriteBatch.Draw(enemy, new Vector2(enemyloc, 450 - 50), Color.White);
spriteBatch.End();
}
}
}
此外,是的,我确实从互联网上得到了te gravity代码,我尝试过的任何东西都不能工作
在update方法的第二个for循环中,每次都将x设置为零。这将防止它脱离该循环,这将解释您所看到的
首先,这没有任何意义:
for (int x = 0; x == 1000; x++ )
{
enemyspeed++;
}
这只会在x等于1000时增加速度。如果你去掉for循环,你会得到同样的结果,但你可能想要这个:for (int x = 0; x <1000; x++ )//increases speed 1000 times
这里还有一个问题:
for (int x = 0; x == 75; x++)//same here as mentioned above
{
x = 0;
spriteBatch.Begin();
spriteBatch.Draw(enemy, new Vector2(enemyloc, 450), Color.White);
spriteBatch.End();
enemyloc = enemyspawner.Next(500);
}
此外,您将x设置为0,因此此循环将永远运行。
编辑:
for (int x = 0; x == 1000; x++ )
我又看了一遍,我找不出任何理由让你用for循环把速度提高1000倍。所以我相信/假设你想在1000次更新后更新速度?在这种情况下,这就是你想要的:
//Add a atrubit count to your class:
int count = 0;
//Update method:
protected override void Update(GameTime gameTime)
{
count++;//update count
if(count % 1000 == 0){
enemyspeed++;//update speed after 1000 updates
}
if(count % 75 == 0){//draw after 75 updates
spriteBatch.Begin();
spriteBatch.Draw(enemy, new Vector2(enemyloc, 450), Color.White);
spriteBatch.End();
enemyloc = enemyspawner.Next(500);
}
//do your other stuff
}