我正在使用此代码,但我仍然不明白为什么我开始游戏时球是模糊的,有人可以帮我吗??我只是在用户点击时试图给我球但我不知道为什么它是模糊的,我还在检查代码,请帮助
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 Critters
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D ball;
Vector2 playerPosition;
Vector2 direction;
Vector2 destination;
float speed;
float playerPosX;
float playerPosY;
MouseState oldState;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
this.IsMouseVisible = true;
}
/// <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
graphics.PreferredBackBufferWidth = 700;
graphics.PreferredBackBufferHeight = 500;
graphics.IsFullScreen = false;
graphics.ApplyChanges();
Window.Title = "Darrells Game";
playerPosY = graphics.GraphicsDevice.Viewport.Height / 10 * 8;
playerPosX = graphics.GraphicsDevice.Viewport.Width / 2;
playerPosition = new Vector2(playerPosX, playerPosY);
destination = playerPosition;
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);
ball = Content.Load<Texture2D>("orb");
// TODO: use this.Content to load your game content her
}
/// <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
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
if (Vector2.DistanceSquared(destination, playerPosition) >= speed * speed)
{
MovePlayer();
}
else
{
playerPosition = destination;
}
MouseState leftState = Mouse.GetState();
MouseState rightState = Mouse.GetState();
if ((leftState.LeftButton == ButtonState.Pressed && rightState.RightButton == ButtonState.Pressed))
{
int mouseX = leftState.X;
int mouseY = leftState.Y;
destination = new Vector2(mouseX, mouseY);
speed = 8.0f;
}
else if (leftState.LeftButton == ButtonState.Pressed)
{
int mouseX = leftState.X;
int mouseY = leftState.Y;
destination = new Vector2(mouseX, mouseY);
speed = 2.0f;
}
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);
spriteBatch.Begin();
DrawPlayer();
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
private void DrawPlayer()
{
Vector2 textureCentre = new Vector2(ball.Width / 2, ball.Height / 2);
spriteBatch.Draw(ball, playerPosition, null, Color.White, 0f, textureCentre, 0.8f, SpriteEffects.None, 1f);
}
private void MovePlayer()
{
{
direction = destination - playerPosition;
direction.Normalize();
playerPosition += direction * speed;
}
}
}
}