在XNA中为列表中的特定对象创建碰撞



Im使用Xna和C#。

我试着让列表中的特定对象做不同的事情。

我写出来的方式是,它选择了我列表中的所有纹理,并且所有纹理都做了相同的事情,如果我尝试选择某个纹理,所有纹理仍然做相同的事情:

if (planet.Load("planet0")) { if (planet.Bounds.Contains((int)tl.Position.X, (int)tl.Position.Y)) { changeScreenDelegate(ScreenState.Menu); } }

我基本上是想让每个选择都进入不同的屏幕。

这是我班的其他同学:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace PlanetDrill2
{
    class StarSystemUrsa : Screen
    {
        Texture2D starSystemTexture;
    List<Planet> planets;
    Texture2D star;
    Vector2 position;
    Texture2D previousButton;

    public StarSystemUrsa(Game game, SpriteBatch spriteBatch, ChangeScreen changeScreen)
        : base(game, batch, changeScreen)
    {
        position = new Vector2((480 - 295) / 2, (800 - 295) / 2);

        planets = new List<Planet>();
        Planet planet = new Planet(content, spriteBatch);
        planet.Load("planet0");
        planet.velocity = 0.04f;
        planet.radius = 80;
        planet.angle = MathHelper.ToRadians(90);
        planets.Add(planet);
        planet = new Planet(content, spriteBatch);
        planet.Load("planet4");
        planet.velocity = 0.02f;
        planet.radius = 135;
        planet.angle = MathHelper.ToRadians(120);
        planets.Add(planet);
        planet = new Planet(content, spriteBatch);
        planet.Load("planet2");
        planet.velocity = 0.009f;
        planet.radius = 180;
        planet.angle = MathHelper.ToRadians(160);
        planets.Add(planet);
    }


    protected override void SetupInputs()
    {
        base.SetupInputs();
    }

    public override void Activate()
    {
        base.Activate();
    }
    protected override void LoadScreenContent(ContentManager content)
    {
        starSystemTexture = content.Load<Texture2D>("levelSelectMenu");
        star = content.Load<Texture2D>("ursaeMajorisStar");
        previousButton = content.Load<Texture2D>("previousButton2");

        base.LoadScreenContent(content);
    }
    protected override void UpdateScreen(GameTime gameTime, DisplayOrientation screenOrientation)
    {
        TouchCollection touchCollection = TouchPanel.GetState();
    foreach(TouchLocation tl in touchCollection)
        {
            if(tl.State == TouchLocationState.Pressed) // Moved? Is that right?
            {  
                foreach(Planet planet in planets)
                {
                    // Alternately: if(GetPlanetRectangle(planet).Contains(...))
                    if(planet.Bounds.Contains((int)tl.Position.X, (int)tl.Position.Y))
                    {
                        changeScreenDelegate(ScreenState.Menu);
                    }
                }
            }
            TouchPanel.EnabledGestures = GestureType.DoubleTap | GestureType.VerticalDrag;
            while (TouchPanel.IsGestureAvailable)
            {

                GestureSample gesture = TouchPanel.ReadGesture();
                switch (gesture.GestureType)
                {
                    case GestureType.DoubleTap:
                        changeScreenDelegate(ScreenState.launchScreen);
                        break;
                    case GestureType.VerticalDrag:
                        break;
                    default:
                        break;
                }
            }
        }



        foreach (Planet planet in planets)
        {
            planet.angle += planet.velocity;
            float orbitx = (float)(Math.Cos(planet.angle) * planet.radius);
            float orbity = (float)(Math.Sin(planet.angle) * planet.radius);
            float x = (game.GraphicsDevice.Viewport.Width - planet.image.Width) / 2 + orbitx;
            float y = (game.GraphicsDevice.Viewport.Height - planet.image.Height) / 2 + orbity;
            planet.position = new Vector2(x, y);

        }

        base.UpdateScreen(gameTime, screenOrientation);

    }
    protected override void DrawScreen(SpriteBatch batch, DisplayOrientation screenOrientation)
    {

        batch.Draw(starSystemTexture, Vector2.Zero, Color.White);
        foreach (Planet planet in planets)
        {
            planet.Draw();
        }
        batch.Draw(star,position, Color.White);
        batch.Draw(previousButton, new Vector2(240, 750), Color.White);
        base.DrawScreen(batch, screenOrientation);
    }


      protected override void SaveScreenState()
        {
            base.SaveScreenState();
        }
    }
}

给你的行星类另一个名为ID的属性,然后在初始化它们时给每个行星一个不同的ID。然后在你的前臂行星环中,你可以说

if(planet.ID == 0) { if (planet.Bounds.Contains((int)tl.Position.X, (int)tl.Position.Y)) { changeScreenDelegate(ScreenState.Menu); } }

对每个可能的ID号都这样做,并将屏幕状态更改为您希望切换到的任何屏幕状态。

此外,你还可以列举身份证号码,以明确所指的是哪颗行星。

将菜单屏幕附加为Planet对象的属性。给这些对象一个方法,告诉屏幕管理器激活它们的屏幕。在你的(ifPlanet.Bounds.Conains)逻辑块中被触摸的星球上调用该方法。

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