MissileFired.Move的空引用异常

时间:2012-04-17 14:48:19

标签: c# xna

namespace SpaceInvader
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class SpaceInvaders : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Texture2D StarfieldImg;
        Texture2D InvaderImg;
        Texture2D AltInvaderImg;
        Texture2D RocketLauncherImg;
        Texture2D MissileImg;
        int RocketXPos;
        int AlienDirection;
        int AlienSpeed;
        Invader[] Invaders; 
        double Ticks;
        Missile MissileFired;

        public SpaceInvaders()
        {
            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 768;
            graphics.ApplyChanges();

            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
            RocketXPos = 512;

            AlienDirection = -1;
            AlienSpeed = 16;

            Invaders = new Invader[11];

            int XPos = 512;
            for (int Count = 0; Count < 11; Count++)
            {
                Invaders[Count] = new Invader();
                Invaders[Count].SetXPos(XPos);
                Invaders[Count].SetYPos(100);

                XPos = XPos + 32;
            }

            Ticks = 0;

            MissileFired = null;
            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);

            // TODO: use this.Content to load your game content here
            StarfieldImg = Content.Load<Texture2D>("Starfield1024x768");
            InvaderImg = Content.Load<Texture2D>("inv1");
            AltInvaderImg = Content.Load<Texture2D>("inv12");
            RocketLauncherImg = Content.Load<Texture2D>("LaserBase");
            MissileImg = Content.Load<Texture2D>("bullet");

        }

        /// <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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            MissileFired.Move();

            if (Keyboard.GetState().IsKeyDown(Keys.Space))
            {
                MissileFired = new Missile(RocketXPos, 650);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                RocketXPos = RocketXPos - 4;
            }

            if (Keyboard.GetState().IsKeyDown(Keys.Right))
            {
                RocketXPos = RocketXPos + 4;
            }

            if (RocketXPos < 100)
            {
                RocketXPos = 100;
            }

            if (RocketXPos > 924)
            {
                RocketXPos = 924;
            }

            Ticks = Ticks + gameTime.ElapsedGameTime.TotalMilliseconds;

            if (Ticks > 500)
            {
                for (int Count = 0; Count < 11; Count++)
                {
                    Invaders[Count].MoveHorizontal(AlienSpeed * AlienDirection);
                }

                if (Invaders[0].GetXPos() < 96)
                {
                    AlienDirection = +1;

                    int XPos = 96;
                    for (int Count = 0; Count < 11; Count++)
                    {
                        Invaders[Count].MoveVertical(4);
                        Invaders[Count].SetXPos(XPos);
                        XPos = XPos + InvaderImg.Width;
                    }
                }

                if (Invaders[10].GetXPos() > 924)
                {
                    AlienDirection = -1;

                    int XPos = 924 - InvaderImg.Width * 10;
                    for (int Count = 0; Count < 11; Count++)
                    {
                        Invaders[Count].MoveVertical(4);
                        Invaders[Count].SetXPos(XPos);
                        XPos = XPos + InvaderImg.Width;
                    }
                }

                Ticks = 0;
            }

            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)
        {
            spriteBatch.Begin();

            spriteBatch.Draw(StarfieldImg, Vector2.Zero, Color.White);

            spriteBatch.Draw(RocketLauncherImg, new Vector2(RocketXPos, 650), Color.White);

            if (MissileFired != null)
            {
                Vector2 MissilePos = new
                Vector2(MissileFired.GetPosition().X, MissileFired.GetPosition().Y - MissileImg.Height);
            spriteBatch.Draw(MissileImg, MissilePos, Color.White);
            }



            for (int Count = 0; Count < 11; Count++)
            {
                spriteBatch.Draw(InvaderImg, Invaders[Count].GetPos(), Color.White);
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}

尝试运行此游戏时,MissileFired.Move带有空引用异常的下划线。我认为它可能在绘制或更新方法中缺少一些东西,但我不知道。有关此异常的详细信息指出“对象引用未设置为对象的实例”。帮助会很棒,谢谢!。

2 个答案:

答案 0 :(得分:2)

对象MissileFired为空。当您尝试在空对象(例如Move())上调用成员时,您将获得NullReferenceException

从我在代码中看到的情况来看,MissileFired是通过按键有条件地创建的,因此尝试使用它的代码可能首先执行空检查而不是假设它存在:

if (MissileFired != null)
{
    MissileFired.Move();
}

对我来说这是有道理的,导弹只有在被射击时才会存在,但代码需要处理这两种情况。

答案 1 :(得分:1)

    protected override void Initialize()
    {
        ...
        MissileFired = null;
        ...
    }

这是一个问题 - 游戏启动后MissleFired为null,因此在您确定已初始化之前,不能在Update()方法中使用null-check。