按下键改变玩家的精灵



我最近一直在玩一夫一妻制,我遇到了一个问题。

我已经加载了一个玩家精灵,我已经让移动工作,但我想做的是当我按右/左时改变精灵。我想让玩家船根据按键向左/向右倾斜。

这是我当前的代码,正如你所看到的,我试图用if语句达到预期的效果,但是我没有成功。

    class Player
    {
        public Texture2D PlayerTexture; //Animation representing the layer
        public Texture2D moveLeft;
        public Texture2D moveRight;
        public Vector2 Position;    //Position of the Player relative to the upper left side of the screen
        public bool Active; //State of the player
        public int Health;  //Amount of hit points the player has
        public int Width { get { return PlayerTexture.Width; } }    //Get width of the player ship
        public int Height { get { return PlayerTexture.Height; } }  //Get height of the player ship
        //Keyboard states used to determine key presses
        KeyboardState currentKeyboardState;
        KeyboardState previousKeyboardState;
        //Mouse states used to track Mouse button press
        MouseState currentMouseState;
        MouseState previousMouseState;
        float playerMoveSpeed;
        //Player moving left or right
        bool movingLeft;
        bool movingRight;
        public void Initialize(Texture2D texture, Vector2 position)
        {
            PlayerTexture = texture;
            Position = position;    //Set the starting position of the player around the middle of the screen and to the back
            Active = true;  //Set the player to be active
            Health = 100;   //Set the player health
            //Set a constant player move speed
            playerMoveSpeed = 8.0f;
        }
        public void PmovingLeft(Texture2D pmoveleft, Vector2 position)
        {
            moveLeft = pmoveleft;
            Position = position;
        }
        public void PmovingRight(Texture2D pmoveright, Vector2 position)
        {
            moveRight = pmoveright;
            Position = position;
        }
        public void Update()
        {
            //Save the previous state of the keyboard so we can determine single key presses
            previousKeyboardState = currentKeyboardState;
            //Read the current state of the keyboard and store it
            currentKeyboardState = Keyboard.GetState();
        }
        public void UpdatePlayer(GameTime gameTime)
        {
            //Keyboard controls
            if (currentKeyboardState.IsKeyDown(Keys.Left))
            {
                Position.X -= playerMoveSpeed;
                movingLeft = true;
            }
            else { movingLeft = false; }
            if (currentKeyboardState.IsKeyDown(Keys.Right))
            {
                Position.X += playerMoveSpeed;
                movingRight = true;
            }
            else { movingRight = false; }
            if (currentKeyboardState.IsKeyDown(Keys.Up))
            {
                Position.Y -= playerMoveSpeed;
            }
            if (currentKeyboardState.IsKeyDown(Keys.Down))
            {
                Position.Y += playerMoveSpeed;
            }
            //Make sure that the player does not go out of bounds
            Position.X = MathHelper.Clamp(Position.X, 0, Game1.screenWidth - Width);
            Position.Y = MathHelper.Clamp(Position.Y, 0, Game1.screenHeight - Height);
        }
        public void Draw(SpriteBatch spriteBatch)
        {

            if (movingLeft)
            {
                spriteBatch.Draw(moveLeft, Position, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f);
            }
            else { spriteBatch.Draw(PlayerTexture, Position, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); }
            if (movingRight)
            {
                spriteBatch.Draw(moveRight, Position, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f);
            }
            else { spriteBatch.Draw(PlayerTexture, Position, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); }
            }         
        }

这段代码的作用是左右移动玩家,但玩家精灵没有正确改变。如果有人能帮我解决这个问题,那就太好了。提前感谢!

Game1.cs(主游戏类)可根据要求提供

我将创建一个Enum,而不是处理所有这些bool。

你可以有一个带有不同状态的Enum SpriteState然后用一个变量来保存currentSpriteState

 Enum SpriteState
 {
   Left,
   Right,
   Straight
 }
 SpriteState currentSpriteState = SpriteState.Straight;

一个改变状态的例子

  //generic condition and state change
if (condition) 
{
 currentSpriteState = SpriteState.Left;
}
else if(condition)
{
 currentSpriteState = SpriteState.Right;
}
else currentSpriteState = SpriteState.Straight;

然后在Draw()中基于currentSpriteState

设置一个开关
 switch(currentSpriteState)
{
  case SpriteState.Left:
   spriteBatch.Draw(moveLeft, Position, null, Color.White, 0f,
   Vector2.Zero, 1f, SpriteEffects.None, 0f);
  break;
  case SpriteState.Right:
   spriteBatch.Draw(moveRight, Position, null, Color.White, 0f,
   Vector2.Zero, 1f, SpriteEffects.None, 0f);
  break;
  case SpriteState.Straight:
   spriteBatch.Draw(PlayerTexture, Position, null, Color.White, 0f,
   Vector2.Zero, 1f, SpriteEffects.None, 0f);
  break;
}

Bools在技术上是可行的,但是这样更清晰,更容易阅读,可能正好解决您的问题。

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