鼠标点击问题

本文关键字:问题 鼠标 | 更新日期: 2023-09-27 18:01:34

我的鼠标点击有问题,这就是我的代码的样子,我的问题是,当我点击某个东西时,它应该会转到下一页并绘制其他一些东西,例如,当我单击系统图标时,它会转到系统图片屏幕并绘制其行星,当我再次单击行星时,它应在行星表面上,但不幸的是,如果行星坐标与系统相同,当我点击系统时,它会直接进入行星表面。我使用了很多方法,例如在Update的开头和结尾使用了两个mousestate,但都不起作用。有人能帮我吗?

    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 SpaceCraft
    {
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    Texture2D Button, BG, BG2, title, cursor, SolarBG, PlanetBG;
    Vector2 cursorpos;
    Rectangle titlepos, BGpos; 
    SpriteFont Font;
    SoundEffect MenuSound;
    SoundEffectInstance MenuSoundInstance;
    bool MenuIsTrue = true;
    bool NewGame = false;
    Random rand = new Random();
    MouseState mouse1, mouse2, mouse3, mouse4, mouse5;
    KeyboardState CurrentKeyboard, LastKeyboard;
    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        graphics.PreferredBackBufferHeight = 600;
        graphics.PreferredBackBufferWidth = 800;
        Content.RootDirectory = "Content";
    }
    TextButton[] menuButtons;
    Galaxy galaxy;
    protected override void Initialize()
    {

        int systemnumber = rand.Next(2, 8);
        int planetnumber = rand.Next(3, 10);
        Player player1 = new Player();
        Player player2 = new Player();
        int PicNumber = rand.Next(1, 10);

        galaxy = new Galaxy(systemnumber);
        SpaceShip[] kships = new SpaceShip[12];
        SpaceShip[] rships = new SpaceShip[12];
        for (int i = 1; i < 12; i++)
        {
           kships[i] = (new SpaceShip(i, i, (i < 6) ? i * 1000 + 1000 : i * i * 1000,            Content.Load<Texture2D>("Pictures/SpaceShips/k" + i.ToString())));
           rships[i] = (new SpaceShip(i, i, (i < 6) ? i * 1000 + 1000 : i * i * 1000,         Content.Load<Texture2D>("Pictures/SpaceShips/r" + i.ToString())));
        }
            menuButtons = new TextButton[3];
        for (int i = 0; i < 3; i++)
        {
            menuButtons[i] = new TextButton();
            menuButtons[i].rpos = new Rectangle(200, 100 * i + 270, 400, 80);
            menuButtons[i].color = Color.LightGray;
            menuButtons[i].pos = new Vector2(250, 120 * i + 150);
            menuButtons[i].pic = Content.Load<Texture2D>("Pictures/Buttons/b1");
        }
        menuButtons[0].name = "New Game";
        menuButtons[1].name = " Options";
        menuButtons[2].name = "    Exit";
        BGpos = new Rectangle(0, 0, 800, 600);
        titlepos = new Rectangle(100, 50, 593, 133);
        cursor = Content.Load<Texture2D>("Pictures/buttons/Pointer");
            base.Initialize();
    }
    protected override void LoadContent()
    {
        PlanetBG = Content.Load<Texture2D>("Pictures/Planets/planetbg");
        SolarBG = Content.Load<Texture2D>("Pictures/Planets/space");
        BG = Content.Load<Texture2D>("Pictures/Planets/Galaxy");
        BG2 = Content.Load<Texture2D>("Pictures/Planets/Galaxy2");
        title = Content.Load<Texture2D>("Pictures/buttons/title");
        spriteBatch = new SpriteBatch(GraphicsDevice);
        Font = Content.Load<SpriteFont>("Fonts/scorefont");
        Button = Content.Load<Texture2D>("Pictures/Buttons/b1");
        MenuSound = Content.Load<SoundEffect>("Sounds/Star Wars");
        MenuSoundInstance = MenuSound.CreateInstance();
        MenuSoundInstance.IsLooped = true;
        MenuSoundInstance.Play();
        for(int i=0;i<galaxy.systems.Length;i++)
        {
            galaxy.systems[i].Pic = Content.Load<Texture2D>("Pictures/Planets/solar_system2");
            for (int j = 0; j < galaxy.systems[i].planets.Length; j++)
                galaxy.systems[i].planets[j].Pic = Content.Load<Texture2D>("Pictures/Planets/" + rand.Next(1,10).ToString());
            }
    }

    protected override void UnloadContent()
    {
    }

    protected override void Update(GameTime gameTime)
    {
        mouse1 = Mouse.GetState();
        cursorpos = new Vector2(mouse1.X, mouse1.Y);
        CurrentKeyboard = Keyboard.GetState();
        for (int j = 0; j < galaxy.systems.Length; j++)
            for (int i = 0; i < galaxy.systems[j].planets.Length; i++)
            {
                if (galaxy.systems[j].planets[i].Pos.Contains(mouse1.X, mouse1.Y) && mouse1.LeftButton == ButtonState.Pressed && NewGame == false && galaxy.systems[j].SolarIsTrue == false)
                {
                    galaxy.systems[j].planets[i].PlanetIsTrue = true;
                    galaxy.systems[j].SolarIsTrue = false;
                    NewGame = false;
                    break;
                }
            }
        for (int j = 0; j < galaxy.systems.Length; j++)
        {
            if (galaxy.systems[j].Pos.Contains(mouse1.X, mouse1.Y) && mouse1.LeftButton == ButtonState.Pressed && NewGame == true)
            {
                galaxy.systems[j].SolarIsTrue = true;
                break;
            }
        }
        for (int i = 0; i < 3; i++)
        {
            if (menuButtons[i].rpos.Contains(mouse1.X, mouse1.Y)  && MenuIsTrue == true && NewGame == false)
            {
                if (mouse1.LeftButton == ButtonState.Pressed )
                {
                    if (i == 2 && MenuIsTrue == true) Exit();
                    if (i == 1 && MenuIsTrue == true) { MenuIsTrue = false; }
                    if (i == 0 && MenuIsTrue == true) { MenuIsTrue = false; MenuSoundInstance.Stop(); NewGame = true;  }
                    menuButtons[i].pic = Content.Load<Texture2D>("Pictures/Buttons/b1");
                    menuButtons[i].pos = new Vector2(330, 100 * i + 292);
                }
                else
                {
                    menuButtons[i].pic = Content.Load<Texture2D>("Pictures/Buttons/b2");
                    menuButtons[i].pos = new Vector2(330, 100 * i + 290);
                }
            }
            else
            {
                menuButtons[i].pic = Content.Load<Texture2D>("Pictures/Buttons/b1");
                menuButtons[i].pos = new Vector2(330, 100 * i + 292);
            }
        }
            for (int i = 0; i < galaxy.systems.Length; i++)
            {
                if (galaxy.systems[i].SolarIsTrue == true && CurrentKeyboard.IsKeyDown(Keys.Escape)&&LastKeyboard.IsKeyUp(Keys.Escape))
                {
                    galaxy.systems[i].SolarIsTrue = false;
                    NewGame = true;
                    break;
                }
            }
            for (int j = 0; j < galaxy.systems.Length; j++)
                if (galaxy.systems[j].SolarIsTrue == true && CurrentKeyboard.IsKeyDown(Keys.Escape) && LastKeyboard.IsKeyUp(Keys.Escape))
                {
                    galaxy.systems[j].SolarIsTrue = false;
                    NewGame = true;
                    break;
                }
            for (int j = 0; j < galaxy.systems.Length; j++)
                for (int i = 0; i < galaxy.systems[j].planets.Length; i++)
                {           
                    if (CurrentKeyboard.IsKeyDown(Keys.Escape) && LastKeyboard.IsKeyUp(Keys.Escape) && galaxy.systems[j].planets[i].PlanetIsTrue == true)
                    {
                        galaxy.systems[j].planets[i].PlanetIsTrue = false;
                        galaxy.systems[j].SolarIsTrue = true;
                        break;
                    }
                }
            if (CurrentKeyboard.IsKeyDown(Keys.Escape) && LastKeyboard.IsKeyUp(Keys.Escape) && NewGame == true)
                    {
                        MenuIsTrue = true;
                        NewGame = false;
                        MenuSoundInstance.Play();
                    }
        LastKeyboard = Keyboard.GetState();
        base.Update(gameTime);
    }
        protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.Navy);
        Random rand = new Random();
        spriteBatch.Begin();
        spriteBatch.Draw(BG, BGpos, Color.White);

            if (NewGame)
            {
                spriteBatch.Draw(BG2, BGpos, Color.White);
                for (int i = 0; i < galaxy.systems.Length; i++)
                {
                    spriteBatch.Draw(galaxy.systems[i].Pic, galaxy.systems[i].Pos, Color.Wheat);
                }
            }
            for (int i = 0; i < galaxy.systems.Length; i++)
            {
                if (galaxy.systems[i].SolarIsTrue)
                {
                    spriteBatch.Draw(SolarBG, new Vector2(0, 0), Color.White);
                    for (int j = 0; j < galaxy.systems[i].planets.Length; j++)
                        spriteBatch.Draw(galaxy.systems[i].planets[j].Pic, galaxy.systems[i].planets[j].Pos, Color.White);
                }
            }

        if(MenuIsTrue)
        {
            spriteBatch.Draw(BG, BGpos, Color.White);
            spriteBatch.Draw(title, titlepos, Color.White * 0.7f);
            for (int i = 0; i < 3; i++)
            {
                spriteBatch.Draw(menuButtons[i].pic, menuButtons[i].rpos, menuButtons[i].color * 0.7f);
                spriteBatch.DrawString(Font, menuButtons[i].name, menuButtons[i].pos, menuButtons[i].color * 0.7f);
            }
        }
        for (int i = 0; i < galaxy.systems.Length; i++)
            for (int j = 0; j < galaxy.systems[i].planets.Length; j++)
                if (galaxy.systems[i].planets[j].PlanetIsTrue == true)
                {
                    spriteBatch.Draw(PlanetBG, new Vector2(0, 0), Color.White);
                }
                    MouseState mouse = Mouse.GetState();
                    spriteBatch.Draw(cursor, cursorpos, Color.White);  
        spriteBatch.End();
        base.Draw(gameTime);
    }
}

}

鼠标点击问题

对于所有鼠标按钮事件,您应该跟踪上一个更新帧的状态,这样(在您的情况下(只有在最初按下鼠标按钮时才能触发菜单事件。因此,您可以使用以下内容来代替if (mouse1.LeftButton == ButtonState.Pressed)

if (mouse1.LeftButton == ButtonState.Pressed && prevMouse1.LeftButton != ButtonState.Pressed)
{
  // ...
}
prevMouse1 = mouse1; // Update the state for the next frame.

我建议将此功能封装在自己的类中。


还要考虑的是,当前用户界面基于鼠标的标准行为是,只有当光标位于控件上时,同时按下和释放鼠标按钮,并且只有在释放后,控件才会被激活。