Noughts和十字架问题

时间:2013-06-08 05:46:29

标签: c# xna-4.0

我是一名业余程序员,我正在XNA游戏工作室从事一个简单的Noughts和十字架游戏。现在我要做一个左键点击触发一个动作,它正在工作。 但是当我使用partial class命令将代码转换为两个文件时,我意外地更改了代码,现在右上角的方块不起作用。 这是“更新”代码,用于检查:

    private void MouseProcess()
    {

        MouseState mstate = Mouse.GetState();
        Mouse_pos = new Vector2(mstate.X, mstate.Y);
        float xpos = mstate.X;
        float ypos = mstate.Y;

        if (mstate.LeftButton.Equals(ButtonState.Pressed))
        {
            if (xpos >= Gamevar[0].Position.X && xpos <= Gamevar[0].Position.X + 72)
            {
                C = 1;
            }

            if (xpos >= Gamevar[1].Position.X && xpos <= Gamevar[1].Position.X + 72)
            {
                C = 2;
            }

            if (xpos >= Gamevar[2].Position.X && xpos <= Gamevar[2].Position.X + 72)
            {
                C = 3;
            }

            if (ypos >= Gamevar[0].Position.Y && xpos <= Gamevar[0].Position.Y + 75)
            {
                R = 1;
            }

            if (ypos >= Gamevar[3].Position.Y && xpos <= Gamevar[3].Position.Y + 75)
            {
                R = 2;
            }

            if (ypos >= Gamevar[6].Position.Y && xpos <= Gamevar[6].Position.Y + 75)
            {
                R = 3;
            }
        }


    }

    private void Turncode()
    {
        switch (turn)
        {
            case true:
                switch (C)
                {
                    case 1:
                        switch (R)
                        {
                            case 1:
                                Gamevar[0].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                            case 2:
                                Gamevar[3].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                            case 3:
                                Gamevar[6].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                        }
                        break;

                    case 2:
                        switch (R)
                        {
                            case 1:
                                Gamevar[1].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                            case 2:
                                Gamevar[4].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                            case 3:
                                Gamevar[7].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                        }
                        break;

                    case 3:
                        switch (R)
                        {
                            case 1:
                                Gamevar[2].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                            case 2:
                                Gamevar[5].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                            case 3:
                                Gamevar[8].owner = 1;
                                turn = false;
                                C = 0;
                                R = 0;
                                break;
                        }
                        break;
                }

                break;
            case false:
                switch (C)
                {
                    case 1:
                        switch (R)
                        {
                            case 1:
                                Gamevar[0].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                            case 2:
                                Gamevar[3].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                            case 3:
                                Gamevar[6].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                        }
                        break;

                    case 2:
                        switch (R)
                        {
                            case 1:
                                Gamevar[1].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                            case 2:
                                Gamevar[4].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                            case 3:
                                Gamevar[7].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                        }
                        break;

                    case 3:
                        switch (R)
                        {
                            case 1:
                                Gamevar[2].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                            case 2:
                                Gamevar[5].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                            case 3:
                                Gamevar[8].owner = 2;
                                turn = true;
                                C = 0;
                                R = 0;
                                break;
                        }
                        break;
                }

                break;

        }
    }

它并不复杂,但Gamevar [1],[2]和[5]不起作用。

2 个答案:

答案 0 :(得分:0)

ProcessMouse内,检查if的{​​{1}}语句实际上是在ypos的第二个操作数中查看xpos

e.g。

&&

应该是:

if (ypos >= Gamevar[0].Position.Y && xpos <= Gamevar[0].Position.Y + 75)
{
    R = 1;
}

以下两个if (ypos >= Gamevar[0].Position.Y && ypos <= Gamevar[0].Position.Y + 75) { R = 1; } 语句。

除此之外,您可能会受益于重构代码以获得计算所单击的方形索引的方法,而不是将列和行存储在单独的变量中并使用嵌套的switch语句。

答案 1 :(得分:0)

您可以使用for循环迭代正方形以获取光标的位置。 (请注意,CR的值将比原始代码中的值少一个。)

然后,您可以使用等式(R*3)+C获取一维数组中单元格的索引。

private void MouseProcess()
{
    MouseState mstate = Mouse.GetState();
    Mouse_pos = new Vector2(mstate.X, mstate.Y);
    float xpos = mstate.X;
    float ypos = mstate.Y;

    if (mstate.LeftButton.Equals(ButtonState.Pressed))
    {
        for (int i=0; i<3; i++)
        {
            if (xpos >= Gamevar[i].Position.X && xpos <= Gamevar[i].Position.X + 72)
            {
                C = i;
            }
            if (ypos >= Gamevar[i*3].Position.Y && ypos <= Gamevar[i*3].Position.Y + 75)
            {
                R = i;
            }
        }
    }
}

private void Turncode()
{
    if (turn==true)
    {
        Gamevar[(R*3)+C].owner=1;
    }
    else
    {
        Gamevar[(R*3)+C].owner=2;
    }
    turn=!turn; //toggle to the other person's turn
    C=0;
    R=0;
}

如果您的代码重复,请尝试使用循环或找到一个方程来为您完成工作。