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);
}
}
}
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。