【发布时间】:2012-01-22 07:03:13
【问题描述】:
我正在创建一个游戏,其中小行星会在屏幕上产生并向下移动。在游戏的更新方法中,我使用一个随机数来零星地产生小行星。当我启动它时,它在前 5 秒内开始滞后。我可以看到这一点,因为分数计数器(每个刻度都会上升)以 30 的间隔开始运行。此外,小行星的图像甚至没有出现。
这里是gameObject类:
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.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace thedodger
{
public abstract class gameObject
{
public static Texture2D texture;
public Rectangle rectangle;
public abstract void Draw(SpriteBatch spriteBatch);
public abstract void Update(GameTime gameTime);
}
}
这里是小行星类;
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.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace thedodger
{
public class Asteroid : gameObject
{
Random rand = new Random(1);
int yPos = -10;
public override void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(texture, new Rectangle(rand.Next(32,400), yPos,32,32),Color.White);
spriteBatch.End();
}
public override void Update(GameTime gameTime)
{
yPos--;
}
}
}
这里是 game1 类:
using System;
using System.Collections.Generic;
using System.Linq;
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.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace thedodger
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
int scorevalue = 0;
SpriteFont font;
player player1 = new player();
List<gameObject> objectList = new List<gameObject>();
Random rand = new Random(1);
Asteroid asteroid = new Asteroid();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
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);
font = Content.Load<SpriteFont>("font");
//player1.image = Content.Load<Texture2D>("EnemyShip005.png");
gameObject.texture = Content.Load<Texture2D>("asteroid");
// TODO: use this.Content to load your game content here
}
/// <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)
{
scorevalue++;
if (rand.Next(0, 8) == 2)
{
for (int i = 0; i < 30; i++)
{
objectList.Add(asteroid);
}
}
foreach (Asteroid asteroid in objectList)
{
asteroid.Update(gameTime);
asteroid.Draw(spriteBatch);
}
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
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);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.DrawString(font, "Score: " + scorevalue, new Vector2(5, 5), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
所有帮助将不胜感激。 对不起代码。我很难设置它。也请帮忙。
【问题讨论】:
-
这看起来像是game development site 的问题。可能有比这里更多的 XNA 专家。我发现的第一个错误:你总是有一个
Asteroid对象,它更新并且每帧绘制 30 次的倍数。