我目前正在做一个任务,其中一个要求是随机对象出现在屏幕上并移动。作为 XNA 的新手,我什至不知道从哪里开始在游戏中实施此类行为,因此如果有人能帮我推动正确的方向,我将不胜感激。
我只是真的习惯于在按下键时调用某些东西,但是对于完全随机的东西,这是无法做到的。据我所知。
谢谢你。
我目前正在做一个任务,其中一个要求是随机对象出现在屏幕上并移动。作为 XNA 的新手,我什至不知道从哪里开始在游戏中实施此类行为,因此如果有人能帮我推动正确的方向,我将不胜感激。
我只是真的习惯于在按下键时调用某些东西,但是对于完全随机的东西,这是无法做到的。据我所知。
谢谢你。
您需要首先为 UFO 创建和设置精灵。在受保护的覆盖无效更新(GameTime gameTime)代码中,您只需要获取当前时间并将其与您希望应用的规则进行比较。如果您想绘制和“移动”精灵,请更新。这是一个例子:
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
public class Game : Microsoft.Xna.Framework.Game {
#region Game Settings
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GraphicsDevice device;
int screenWidth = 800;
int screenHeight = 600;
bool fullscreen = false;
string title = "MyGame";
string origionaltitle;
float frames = 0;
float framesPerSecond = 0;
int startTime;
int currentTime;
int nextTime;
#endregion
struct sprite {
public string TextureName;
public Texture2D Texture;
public Vector2 Position;
public Vector2 Speed;
public Color[] TextureData;
};
bool DrawUFO = false;
sprite ufo = new sprite();
public Game() {
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void LoadContent() {
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
device = graphics.GraphicsDevice;
// TODO: use this.Content to load your game content here
ufo.TextureName = "ufo";
ufo.Texture = Content.Load<Texture2D>(ball.TextureName);
ufo.TextureData = new Color[ufo.Texture.Width *ufo.Texture.Height];
ufo.Texture.GetData(ball.TextureData);
}
protected override void Initialize() {
// TODO: Add your initialization logic here
ufo.Position = new Vector2(10f, 10.0f);
ufo.Speed = new Vector2(0.0f, 10.0f);
//
// Set up game window
graphics.PreferredBackBufferWidth = screenWidth;
graphics.PreferredBackBufferHeight = screenHeight;
graphics.IsFullScreen = fullscreen;
graphics.ApplyChanges();
origionaltitle = title;
Window.Title = title;
//
// Set the initial time
startTime = DateTime.Now.Second;
//
// Set "random"/next time for ufo to be rendered
nextTime = startTime + rand.Next(2);
//
base.Initialize();
}
protected override void Update(GameTime gameTime) {
//
// Set the current time
currentTime = DateTime.Now.Second;
//
// if not drawing ufo then
if(!DrawURO) {
//
// check current time and compare it with the next time
if( currentTime == nextTime ) {
DrawURO = true;
}
} else {
//
// Update UFO position (aka move it)
ufo.Posistion += ball.Speed *(float)gameTime.ElapsedGameTime.TotalSeconds;
//
// if ufo goes of the screen then
if(ufo.Position.Y > screenHeight) {
//
// Reset ufo
DrawURO = false;
ufo.Position.X = 10.0f;
ufo.Position.Y = 10.0f;
//
// set next time to render
nextTime = currentTime + rand.Next(2);
}
}
}
protected override void Draw(GameTime gameTime) {
graphics.GraphicsDevice.Clear(Color.Black);
// TODO: Add your drawing code here
spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
if(DrawUFO == true) {
spriteBatch.Draw(ufo.Texture, ufo.Position, Color.White);
}
spriteBatch.End();
//
base.Draw(gameTime);
}
}
我从几年前在大学做的一些代码中复制了这个,所以对任何错误表示歉意。