我正在做一场乒乓球比赛,我试图让球撞到球拍时,它会弹开……就这么简单。但是当我使用矩形时,我认为使用if(ballRect.Intersects(gPaddle.gRect))
是进行碰撞的最佳方式。但是当我开始我的游戏时,一切都出错了,球消失了,桨的纹理变得奇怪了,它的一部分没有跟随桨,是的..这是代码:
GreenPaddle.cs:
public class GreenPaddle
{
public Texture2D gPtexture;
public Vector2 position;
public Rectangle gpRect;
public Vector2 origin;
public int speed = 2;
public GreenPaddle()
{
}
public void LoadContent(ContentManager Content)
{
gPtexture = Content.Load<Texture2D>("greenpaddle");
position = new Vector2(20, 200);
gpRect = new Rectangle((int)position.X, (int)position.Y,
gPtexture.Width, gPtexture.Height);
}
public void Update(GameTime gameTime)
{
KeyboardState keyState = Keyboard.GetState();
//Movement
PaddleMovement();
//Border Collision
isCollidingWithBorders();
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(gPtexture, position, gpRect, Color.White);
}
public Boolean isCollidingWithBorders()
{
if (position.Y < 83 && gpRect.Y < 83)
{
position.Y = 83;
gpRect.Y = 83;
return true;
}
if (position.Y > 400 && gpRect.Y > 400)
{
position.Y = 400;
gpRect.Y = 400;
return true;
}
else { return false; }
}
public void PaddleMovement()
{
KeyboardState keyState = Keyboard.GetState();
if (keyState.IsKeyDown(Keys.W))
{
position.Y -= speed;
gpRect.Y -= speed;
}
if (keyState.IsKeyDown(Keys.S))
{
position.Y += speed;
gpRect.Y += speed;
}
}
}
球.cs:
public class Ball
{
GreenPaddle gPaddle = new GreenPaddle();
Texture2D ballTexture;
Vector2 ballPosition;
Rectangle ballRect;
int speed = 2;
bool movingUp, movingLeft;
public Ball()
{
movingLeft = true;
movingUp = true;
}
public void LoadContent(ContentManager Content)
{
ballTexture = Content.Load<Texture2D>("ball");
ballPosition = new Vector2(380, 225);
ballRect = new Rectangle((int)ballPosition.X, (int)ballPosition.Y,
ballTexture.Width, ballTexture.Height);
}
public void Update(GameTime gameTime)
{
BallMovement();
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(ballTexture, ballPosition, ballRect, Color.White);
}
public void BallMovement()
{
if (movingUp) { ballPosition.Y -= speed; ballRect.Y -= speed; }
if (!movingUp) { ballPosition.Y += speed; ballRect.Y += speed; }
if (movingLeft) { ballPosition.X -= speed; ballRect.X -= speed; }
if (!movingLeft) { ballPosition.X += speed; ballRect.X += speed; }
if (ballRect.Intersects(gPaddle.gpRect))
movingLeft = false;
if (ballPosition.Y < 85)
{
movingUp = false;
}
}
}
游戏1.cs:
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D BackGround;
GreenPaddle gPaddle = new GreenPaddle();
Ball ball = new Ball();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferHeight = 500;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
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);
BackGround = Content.Load<Texture2D>("pongBG");
gPaddle.LoadContent(Content);
ball.LoadContent(Content);
}
/// <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
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
gPaddle.Update(gameTime);
ball.Update(gameTime);
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();
spriteBatch.Draw(BackGround, new Vector2(0f, 0f), Color.White);
gPaddle.Draw(spriteBatch);
ball.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
我应该怎么办?我错过了什么?提前致谢 :)