**public GraphicsDeviceManager graphics;
public SpriteBatch spriteBatch;
private int[] Heights;
//public Texture2D Terrain;
public Texture2D[] TerrainList;
public Color[] Colors_TerrainTexture;
public int [] Coordinates_X;
Camera camera = new Camera();
GraphicsDevice device;
public MapFunctions()
{
}
public void GenerateMap_Heights(int Map_Width,int Map_Height,float Relief,float Mountain_Peak_Height)
{
Heights = new int[Map_Width];
Random randomizer = new Random();
double rand1 = randomizer.NextDouble() + 1;
double rand2 = randomizer.NextDouble() + 2;
double rand3 = randomizer.NextDouble() + 3;
float offset = Map_Height / 2;
float peakheight = 324;
float flatness = Mountain_Peak_Height;
for (int x = 0; x < Map_Width; x++)
{
double height = peakheight / rand1 * Math.Sin((float)x / flatness * rand1 + rand1);
height += peakheight / rand2 * Math.Sin((float)x / flatness * rand2 + rand2);
height += peakheight / rand3 * Math.Sin((float)x / flatness * rand3 + rand3);
height += offset;
Heights[x] = (int)height;
}
}
public bool CanDraw = false;
public void CreateTerrain(int Map_Width, int Map_Height,int TerrainTexture_Width,Color Color_Terrain,Color Color_Background)
{
int TimesToLoop = (Map_Width / TerrainTexture_Width) + 1;
int[] Coordinates_X = new int[TimesToLoop];
device = graphics.GraphicsDevice;
for (int b = 0; b <= TimesToLoop; b++)
{
if (b == TimesToLoop)
{
Colors_TerrainTexture = new Color[Map_Width % TerrainTexture_Width * Map_Height];
TerrainTexture_Width = Map_Width % TerrainTexture_Width;
}
else
{
Colors_TerrainTexture = new Color[TerrainTexture_Width * Map_Height];
}
Coordinates_X[b] = TerrainTexture_Width * b;
for (int x = 0; x < TerrainTexture_Width; x++)
{
for (int y = 0; y < Map_Height; y++)
{
if (y > Heights[x])
Colors_TerrainTexture[x + y * TerrainTexture_Width] = Color.Green;
else
Colors_TerrainTexture[x + y * TerrainTexture_Width] = Color.Transparent;
}
}
Terrain = new Texture2D(device, TerrainTexture_Width, Map_Height, false, SurfaceFormat.Color);
Terrain.SetData(Colors_TerrainTexture);
TerrainList[b] = Terrain; //I get nullreference exception in this line
}
spriteBatch = new SpriteBatch(device);
CanDraw = true;
}**
地形列表[b] = 地形;(这一行几乎在代码的末尾)我在这一行中得到空引用异常。我从 game1 LoadContent() 调用这两个函数(CreateTerrain 和 GenerateMap_Heights)。请帮忙,我在我的代码中找不到问题。
对不起,我的英语不好。