基于点击的移动不起作用

时间:2013-10-13 22:26:26

标签: c# xna

我让玩家朝着我点击的地方移动。但当我到达我点击的位置时,精灵只是来回闪烁。我假设它是因为精灵正在经过这一点,回到它,再次经过它,然后不断创造一个'闪烁'。有什么想法吗?

**** 解决 * ** < EM> * **** ** * 更新后的代码 * **

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;

namespace AsteroidAvoider
{
    class Player
    {
        public Vector2 position, distance, mousePosition;
        public float speed;
        public float rotation;
        public Texture2D playerImage;
        public MouseState mouseState;

        public Player(Texture2D playerImage, Vector2 position, float speed)
        {
            this.playerImage = playerImage;
            this.position = position;
            this.speed = speed;
        }

        public void Update(GameTime gameTime)
        {
            mouseState = Mouse.GetState();

            float speedForThisFrame = speed;

            if (mouseState.LeftButton == ButtonState.Pressed)
            {
                mousePosition.X = mouseState.X;
                mousePosition.Y = mouseState.Y;
            }

            if ((mousePosition - position).Length() < speed)
                speedForThisFrame = 0;

            if ((mousePosition - position).Length() > speed)
                speedForThisFrame = 2.0f;

            distance = mousePosition - position;
            distance.Normalize();

            rotation = (float)Math.Atan2(distance.Y, distance.X);

            position += distance * speedForThisFrame;
        }

        public void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(playerImage, position, null, Color.White, rotation, new Vector2(playerImage.Width / 2, playerImage.Height / 2), 1.0f, SpriteEffects.None, 1f);
        }
    }
}

2 个答案:

答案 0 :(得分:1)

你需要一个碰撞器,一个代表你的玩家的Rectangle,所以当这个碰撞器包含你的mousePosition或点击坐标(你可以使用Rectangle.Contains方法轻松检测到它)时,你只需要将玩家的速度设置为0,避免闪烁。

当然,当点击的坐标发生变化时,你必须设置前一个玩家的速度。

答案 1 :(得分:1)

标准化向量,如果我没记错的话应该总长度为1(Vector2.Length()返回整个vector2的长度) 一个简单的解决方案是让你的单位在鼠标范围内降低移动速度,例如

float speedForThisFrame = speed;
if((mousePosition-position).Length() < speed) speedForThisFrame = (mousePosition-position).Length();

并使用speedForThisFrame进行位置偏移。

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