2011-12-30 70 views
0

所以,我正在做我自己的小行星遊戲,我有點卡住了。當我按下按鍵Z時,我有一顆子彈從船上發射出去。但子彈總是以相同的方向發射,我不知道如何改變它?我希望它能夠朝着船所面臨的方向發射。此外,如果我快速推Z(發射許多子彈),一顆子彈似乎不斷重置。我如何解決這些問題?這裏是我的代碼:試圖射擊子彈

class SpaceShip 
{ 
    private Vector2 pos; //Our position in 2D. 
    private Texture2D tex; //Our texture 
    private float speed = 8; //The speed to move. 
    private float angleOfRotation = 0; 
    Sprite tempSprite; 


    public SpaceShip(Vector2 pos, Texture2D tex, Texture2D bulletsToAdd) 
    { 
     this.pos = pos; //Our starting position 
     this.tex = tex; //Our texture 
     tempSprite = new Sprite(bulletsToAdd); 
    } 



    private void WorldWrap(int worldWidth, int worldHeight) 
    { 

     if (this.pos.X < 0) 
     { 
      //If we've past the left side of the window, set on other side of the world. 
      this.pos.X = worldWidth; 
     } 
     if (this.pos.X > worldWidth) 
     { 
      //If we've past the right side of the window, set on other side of the world. 
      this.pos.X = this.tex.Width; 
     } 
     if (this.pos.Y < 0) 
     { 
      //If we've passed the top side of the window, set on other side of the world. 
      this.pos.Y = worldHeight; 
     } 
     if (this.pos.Y > worldHeight) 
     { 
      //If we've passed the bottom side of the window, set on other side of the world. 
      this.pos.Y = this.tex.Height; 
     } 
    } 

    public void CreateBullets(Texture2D bulletsToAdd) 
    { 

     tempSprite.Position = new Vector2((pos.X),(pos.Y)); 
     tempSprite.Velocity = new Vector2((float)7, 7); 
     //tempSprite.Rotation = angleOfRotation; 
    } 


    public void Update(int WorldWidth, int WorldHeight, Texture2D bulletsToAdd) 
    { 
     KeyboardState keys = Keyboard.GetState(); 
     if (keys.IsKeyDown(Keys.A)) 
     { 
      //We want to turn the ship LEFT 
      this.angleOfRotation -= 2f; 

     } 
     if (keys.IsKeyDown(Keys.D)) 
     { 
      //We want to turn the ship RIGHT 
      this.angleOfRotation += 2f; 

     } 
     if (keys.IsKeyDown(Keys.W)) 
     { 
      //We're pressing the up key (W) so go Forwards! 
      this.pos.X += (float)(Math.Cos(this.angleOfRotation * Math.PI/180) * this.speed); 
      this.pos.Y += (float)(Math.Sin(this.angleOfRotation * Math.PI/180) * this.speed); 

     } 
     if (keys.IsKeyDown(Keys.S)) 
     { 
      //We're pressing the down key (S) so go Backwards! 
      this.pos.X -= (float)(Math.Cos(this.angleOfRotation * Math.PI/180) * this.speed); 
      this.pos.Y -= (float)(Math.Sin(this.angleOfRotation * Math.PI/180) * this.speed); 

     } 
     if (keys.IsKeyDown(Keys.Right)) 
     { 
      //We're pressing the up key (W) so go Forwards! 
      this.pos.X += (float)(Math.Cos(this.angleOfRotation * Math.PI/180) * this.speed); 
      this.pos.Y += (float)(Math.Sin(this.angleOfRotation * Math.PI/180) * this.speed); 

     } 
     if (keys.IsKeyDown(Keys.Left)) 
     { 
      //We're pressing the down key (S) so go Backwards! 
      this.pos.X -= (float)(Math.Cos(this.angleOfRotation * Math.PI/180) * this.speed); 
      this.pos.Y -= (float)(Math.Sin(this.angleOfRotation * Math.PI/180) * this.speed); 

     } 

     if (keys.IsKeyDown(Keys.Up)) 
     { 
      //We want to turn the ship LEFT. Rotate it counter-clockwise 
      this.angleOfRotation -= 2f; 

     } 
     if (keys.IsKeyDown(Keys.Down)) 
     { 
      //We want to turn the ship RIGHT. Rotate it clockwise 
      this.angleOfRotation += 2f; 

     } 
     if (keys.IsKeyDown(Keys.Z)) 
     { 

      CreateBullets(bulletsToAdd); 
     } 


     tempSprite.Position += tempSprite.Velocity; 

     //check if we need to move the ship. 
     WorldWrap(WorldWidth, WorldHeight); 

    } 

    public void Draw(SpriteBatch batch) 
    { 
     batch.Draw(this.tex, //Texture to use. 
     this.pos, //Position to draw at 
     new Rectangle(0, 0, this.tex.Width, this.tex.Height),Color.White, (float)((this.angleOfRotation + 90) * Math.PI/180), new Vector2(this.tex.Width/2, this.tex.Height/2), 1.0f, SpriteEffects.None, 0.0f); 

     batch.Draw(tempSprite.Texture, tempSprite.Position, null, Color.White, tempSprite.Rotation, tempSprite.Center, tempSprite.Scale, SpriteEffects.None, 1.0f); 
    } //End Draw function 

回答

3

首先,你只有一顆子彈 - tempSprite。您可能要創建一個單獨的Bullet類和一個List<Bullet>某處,您可以添加項目符號。

所有你需要的是一個小三角。現在你的速度矢量是一個常數< 7,7>。你想要做的就是讓這個矢量朝着太空船指向的方向前進。因此,假設您的角度是弧度而不是度(如果它們的角度是度數,則需要將它們更改爲弧度),我們可以使用Math.Sin()Math.Cos()來獲取速度矢量的各個X和Y分量,如下所示:

bulletSpeed = 7; 
tempSprite.Velocity = new Vector2((float)Math.Cos(angleOfRotation) * bulletSpeed, (float)Math.Sin(angleOfRotation) * bulletSpeed); 
+0

謝謝,這很有幫助。我想我會做一個單獨的課程。有一個子彈列表將是很好的。我想我只是困惑,我將如何捕捉用戶按下「Z」的次數......如果我把它放在一個列表中,列表將包含舊的和新的印刷機。不知道如何區分它們。我只是清除列表?還有一點呢?我怎麼會知道哪一點做到這一點? – BigBug 2011-12-30 08:51:49

+0

在你的主要更新方法中,你可以遍歷項目符號列表並刪除所有不在屏幕外的項目符號,或者將更新方法添加到Bullet中,該項目記錄了它自創建以來已經存在了多長時間,並刪除了已經出現的項目符號超過x秒。每個Z按鈕都會創建一個添加到列表中的子彈,不需要跟蹤哪個子彈是哪個子彈,只需要有一些刪除子彈的條件即可。 – 2011-12-30 09:00:20

+0

好吧,現在有道理。再次感謝 – BigBug 2011-12-30 09:04:04