好的,所以我正在重新审视我制作但从未完成的原型游戏,在制作原型时,您并不总是想出最好的想法哈哈。这对我来说很难解释,但基本上屏幕上有可以“吃掉”的游戏对象,然后我让它基本上以新的点值和纹理重新生成。
当纹理与屏幕上的嘴巴相交时,游戏对象被“吃掉”时调用下一个阶段方法
隐藏剧透
代码:
void NextPhase(int food)
{
switch (foodNumber)
{
//Detects what food object has been eaten
case 1:
{
food1Phase++;
break;
}
case 2:
{
food2Phase++
break;
}
case 3:
{
food3Phase++;
break;
}
//
}
switch (foodNumber)
{
case 1:
{
switch (food1Phase)
{
//Each phase is a new set of Textures, Points Values and specific spawn delay.
//Multiplier sotrage tells another method
//what food has been eaten and decides whether to increase the score mulitplier
//the position properties reset it to a location off screen and then it flies on screen
//for the player to collect
//delayCompleted false activates another method that starts timing the spawn
//delay
case 1:
{
multiplierStorage("Gay Bacon");
food1Position.X = -200;
food1Position.Y = 60;
food1 = contentManager.Load<Texture2D>("Food2Img");
food1Height = food1.Bounds.Height + 20;
food1Width = food1.Bounds.Width + 30;
food1Speed.X = 0;
food1Speed.Y = 0;
delayCompleted = false;
if (gameOverallTimer < 30.0)
{
timeWanted = gameOverallTimer + 4.0;
}
break;
}
case 2:
{
food1 = contentManager.Load<Texture2D>("Food6");
food1Height = food1.Bounds.Height + 20;
food1Width = food1.Bounds.Width + 30;
food1Position.X = -100;
food1Position.Y = 60;
food1Speed.X = 0;
food1Speed.Y = 0;
multiplierStorage("Bacon");
break;
}
case 3:
{
food1 = contentManager.Load<Texture2D>("Food1Img");
food1Height = food1.Bounds.Height + 20;
food1Width = food1.Bounds.Width + 30;
food1Position.X = -100;
food1Position.Y = 60;
food1Speed.X = 0;
food1Speed.Y = 0;
vegetableEatenMultiplier();
lives = lives - 1;
UpdateLives();
food1Phase = 0;
break;
}
}
}
}
case 2:
{
switch (food2Phase)
{
food2 = contentManager.Load<Texture2D>("Food4");
food2Height = food2.Bounds.Height + 30;
food2Width = food2.Bounds.Width + 30;
food2Position.X = 850;
food2Position.Y = 200;
food2Speed.X = 0;
food2Speed.Y = 0;
multiplierStorage("Bacon");
break;
}
case 2:
{
food2 = contentManager.Load<Texture2D>("Food5");
food2Height = food2.Bounds.Height + 30;
food2Width = food2.Bounds.Width + 30;
food2Position.X = 850;
food2Position.Y = 200;
food2Speed.X = 0;
food2Speed.Y = 0;
vegetableEatenMultiplier();
lives = lives - 1;
UpdateLives();
break;
}
case 3:
{
food2 = contentManager.Load<Texture2D>("Food2Img");
food2Height = food2.Bounds.Height + 30;
food2Width = food2.Bounds.Width + 30;
food2Position.X = 850;
food2Position.Y = 200;
food2Speed.X = 0;
food2Speed.Y = 0;
food2Phase = 0;
multiplierStorage("Steak");
break;
}
}
}
case 3:
{
switch (food3Phase)
{
food3Position.X = 600;
food3Position.Y = -100;
food3Speed.X = 0;
food3Speed.Y = 0;
food3Phase = 0;
multiplierStorage("Gay Bacon");
break;
}
}
}
}
}
问题是这对我来说似乎不是很有效,现在是的,我已经考虑过创建一个具有纹理和位置等属性的新类,然后我只是制作该类的新对象并以这种方式使其变得更好,但我仍然会有在该类中使用此阶段代码。我只想要代码的替代品。