我有一些 XNA 塔防的代码。我设置了它,以便敌人(虫子)从网格的某一侧沿着随机路径向下移动,直到它击中房屋(目的地)或房屋一侧的行。
我调试了这个项目,错误被绘制并开始沿对角线(某种)路径移动。每次都是一样的(不是随机的)。我不知道我做错了什么。它有时也会OutOfMemory
在我指定它的代码中的位置给出异常。我不知道我是否解释得很好,所以请随时提问。网格被不属于网格的森林包围,这就是森林的含义。
public class Bug : Sprite
{
public float startHealth;
protected float currentHealth;
protected bool alive = true;
protected float speed = 0.5f;
protected int bountyGiven;
public int startplace;
public bool at_house;
public Queue<Vector2> path = new Queue<Vector2>();
Random random = new Random();
int x;
int y;
public int end_row;
public int end_column;
//Defines the space where the house is
Vector2 house1 = new Vector2(10, 13) * 91;
Vector2 house2 = new Vector2(10, 12) * 91;
Vector2 house3 = new Vector2(10, 11) * 91;
Vector2 house4 = new Vector2(10, 10) * 91;
Vector2 house5 = new Vector2(11, 13) * 91;
Vector2 house6 = new Vector2(11, 12) * 91;
Vector2 house7 = new Vector2(11, 11) * 91;
Vector2 house8 = new Vector2(11, 10) * 91;
Vector2 house9 = new Vector2(12, 13) * 91;
Vector2 house10 = new Vector2(12, 12) * 91;
Vector2 house11 = new Vector2(12, 11) * 91;
Vector2 house12 = new Vector2(12, 10) * 91;
public float CurrentHealth
{
get { return currentHealth; }
set { currentHealth = value; }
}
public bool IsDead
{
get { return currentHealth <= 0; }
}
public int BountyGiven
{
get { return bountyGiven; }
}
public float DistanceToDestination
{
get { return Vector2.Distance(position, path.Peek()); }
}
public Bug(Texture2D texture, Vector2 position, float health,
int bountyGiven, float speed)
: base(texture, position)
{
this.startHealth = health;
this.currentHealth = startHealth;
this.bountyGiven = bountyGiven;
this.speed = speed;
int startq = random.Next(1, 4);
set_start(ref startq);
//end_row and end_column detremine the row or column at which the bug turns toward the house.
end_row = random.Next(10, 13);
end_column = random.Next(10, 12);
set_path(ref startq);
}
public void set_start(ref int startq)
{
//here i am initializing the "0,0" point for the bug so it's 0,0 is't in the forest
//startx and starty should equal the number of tiles between the forest edge and the grass edge
//startx is the x co-ord in the start place and starty is the y co-ord in the start
int startx = 4;
int starty = 4;
//This generates a random number which determines the start for the bug
//Between 0 and 22 because that is the number of edge tiles on one side
int start = random.Next(0, 22);
//start determines what place on a side the buggie spawns at
//startq is a random int (1-4)(defined in constructor) which determnes which side the bug spawns at
if (startq == 1)
{
starty += 22;
startx += start;
}
if (startq == 2)
{
startx += 22;
starty += start;
}
if (startq == 3)
{
startx += start;
}
if (startq == 4)
{
starty += start;
}
x = startx;
y = starty;
path.Enqueue(new Vector2(startx, starty) * 91);
}
public bool check_for_path_end(ref int startq, ref bool at_house)
{
bool path_ends;
//checks if the bug has reached the house and if so signals using at_house
if (path.Peek() == house1 || path.Peek() == house2 || path.Peek() == house3 || path.Peek() == house4
|| path.Peek() == house5 || path.Peek() == house6 || path.Peek() == house7 || path.Peek() == house8
|| path.Peek() == house9 || path.Peek() == house10 || path.Peek() == house11 || path.Peek() == house12)
{
at_house = true;
return true;
}
//Should i add at_house = true to the else ifs?
else if (startq == 1 || startq == 3 && path.Peek().Y == end_row)
{
path.Enqueue(new Vector2(11, end_row) * 91);
return true;
}
else if (startq == 2 || startq == 4 && path.Peek().X == end_column)
{
path.Enqueue(new Vector2(end_column, 11) * 91);
path_ends = true;
}
else
{
path_ends = false;
}
return path_ends;
}
public void set_path(ref int startq)
{
bool path_ends;
bool legal = true;
int X = x;
int Y = y;
do
{
//determines which way the bug turns at it's different waypoints 1 = left, 2 = right, 3 = forward
int turn = random.Next(1, 3);
do
{
if (startq == 1)
{
switch (turn)
{
case 1:
x += 1;
break;
case 2:
x -= 1;
break;
case 3:
y += 1;
break;
}
}
else if (startq == 2)
switch (turn)
{
case 1:
y -= 1;
break;
case 2:
y += 1;
break;
case 3:
x -= 1;
break;
}
else if (startq == 3)
{
switch (turn)
{
case 1:
x -= 1;
break;
case 2:
x += 1;
break;
case 3:
y += 1;
break;
}
}
else if (startq == 4)
{
switch (turn)
{
case 1:
y += 1;
break;
case 2:
y -= 1;
break;
case 3:
x += 1;
break;
}
}
if (y > 3 && y < 28 && x > 3 && x < 28)
{
//sets up a backup in case the bug goes off track
X = x;
Y = y;
这是例外的地方:
//Right here is where it gives the out of memory exception
path.Enqueue(new Vector2(x, y) * 91);
legal = true;
}
else
{
//restores x and y to backups X and Y
x = X;
y = Y;
//adds to turn and repeats without randomizing turn or adding waypoints
turn += 1;
legal = false;
}
} while (legal == false);
path_ends = check_for_path_end(ref startq, ref at_house);
} while (path_ends == false);
}
public bool check_corners()
{
bool start_is_corner;
if (x == 2 && y == 24 || x == 24 && y == 24 || x == 24 && y == 2 || x == 2 && y == 2)
{
start_is_corner = true;
int X = x;
int Y = y;
if (x == 4 && y == 27)
{
bool z = true;
for (int i = 0; i < 13; ++i)
{
if (z == true)
{
Y -= 1;
path.Enqueue(new Vector2(X, Y) * 91);
z = false;
}
if (z == false)
{
X += 1;
path.Enqueue(new Vector2(X, Y) * 91);
z = true;
}
}
}
if (x == 27 && y == 27)
{
bool z = true;
for (int i = 0; i < 13; ++i)
{
if (z == true)
{
Y -= 1;
path.Enqueue(new Vector2(X, Y) * 91);
z = false;
}
if (z == false)
{
X -= 1;
path.Enqueue(new Vector2(X, Y) * 91);
z = true;
}
}
}
if (x == 27 && y == 4)
{
bool z = true;
for (int i = 0; i < 13; ++i)
{
if (z == true)
{
Y += 1;
path.Enqueue(new Vector2(X, Y) * 91);
z = false;
}
if (z == false)
{
X -= 1;
path.Enqueue(new Vector2(X, Y) * 91);
z = true;
}
}
}
if (x == 4 && y == 4)
{
bool z = true;
for (int i = 0; i < 13; ++i)
{
if (z == true)
{
Y += 1;
path.Enqueue(new Vector2(X, Y) * 91);
z = false;
}
if (z == false)
{
X += 1;
path.Enqueue(new Vector2(X, Y) * 91);
z = true;
}
}
}
}
else
{
start_is_corner = false;
}
return start_is_corner;
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
if (path.Count > 0)
{
if (DistanceToDestination < speed)
{
position = path.Dequeue();
}
else
{
Vector2 direction = path.Peek() - position;
direction.Normalize();
velocity = Vector2.Multiply(direction, speed);
position += velocity;
}
}
else
alive = false;
if (currentHealth <= 0)
alive = false;
}
public override void Draw(SpriteBatch spriteBatch)
{
if (alive)
{
float healthPercentage = (float)currentHealth / (float)startHealth;
base.Draw(spriteBatch);
}
}
}
}