我在練習時遇到了這個問題,但這裏是我找到的解決方案。我希望這會對你有用。使用XNA 4 C sharp。
聲明:
Texture2D sprite;
Vector2 spritePosition = Vector2.Zero;
Vector2 spriteOriginalPos;
float spriterotation = 0;
float anglecorrection = (Math.PI * 90/180.0);
float speed = 1;
注意,anglecorrection被移動的對象向它的「向上」的角度需要。
負載:
//Load basic texture to make it recognizable :)
sprite= Content.Load<Texture2D>("spritetexture");
//Default position in middle
spritePosition = new Vector2(
(graphics.GraphicsDevice.Viewport.Width/2) - (sprite.Width/2),
(graphics.GraphicsDevice.Viewport.Height/2) - (sprite.Height/2));
//Sprite centering
spriteOriginalPos.X = sprite.Width/2;
spriteOriginalPos.Y = sprite.Height/2;
更新:
if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Up))
{
spritePosition.X += speed * (float)Math.Cos(spriterotation - anglecorrection);
spritePosition.Y += speed * (float)Math.Sin(spriterotation - anglecorrection);
}
抽獎:
spriteBatch.Draw(sprite, spritePosition, null, Color.Black, spriterotation, spriteOriginalPos, 1.0f, SpriteEffects.None, 0f);
您的代碼看起來不錯,我(但我很累!)。在設置'player.model.Position'之前,Vector2.Multiply(unitV,player.model.Speed)*(float)gameTime.ElapsedGameTime.TotalSeconds'的實際值是多少? – spender 2012-04-13 20:45:26
http://www.riemers.net/eng/Tutorials/XNA/Csharp/series2d.php – phadaphunk 2012-04-13 22:47:38
謝謝你,我以其他方式做到了 – 2012-04-23 15:42:21