2012-07-06 119 views
1

我遇到了鼠標懸停在我的菜單上的問題。我試圖突出顯示各種菜單選項,當鼠標在他們身上,但不知道我做錯了什麼。當我將鼠標移動到它們上方時,它不會在它們周圍快速循環。任何幫助將不勝感激。問題出現在更新功能或測量菜單功能中。順便說一句,我的鍵盤部分工作正常。鼠標懸停在菜單選項

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 Blocks 
{ 
    /// <summary> 
    /// This is a game component that implements IUpdateable. 
    /// </summary> 
    public class MenuComponents : Microsoft.Xna.Framework.DrawableGameComponent 
    { 
     string[] menuItems; 
     int selectedIndex; 

     Color normal = Color.White; 
     Color hilite = Color.Yellow; 

     KeyboardState keyboardState; 
     KeyboardState oldKeyboardState; 

     SpriteBatch spriteBatch; 
     SpriteFont spriteFont; 

     Vector2 position,size; 
     float width = 0f; 
     float height = 0f; 

     MouseState mouseState; 
     Rectangle area; 


     public int SelectedIndex 
     { 
      get { return selectedIndex; } 
      set 
      { 
       selectedIndex = value; 
       if (selectedIndex < 0) 
        selectedIndex = 0; 
       if (selectedIndex >= menuItems.Length) 
        selectedIndex = menuItems.Length - 1; 
      } 
     } 

     public MenuComponents(Game game, SpriteBatch spriteBatch, SpriteFont spriteFont, string[] menuItems) 
      : base(game) 
     { 
      // TODO: Construct any child components here 
      this.spriteBatch = spriteBatch; 
      this.spriteFont = spriteFont; 
      this.menuItems = menuItems; 
      MeasureMenu(); 
     } 

     private void MeasureMenu() 
     { 
      height = 0; 
      width = 0; 

      foreach (string item in menuItems) 
      { 
       size = spriteFont.MeasureString(item); 
       if (size.X > width) 
        width = size.X; 
       height += spriteFont.LineSpacing + 5; 
      } 

      position = new Vector2((Game.Window.ClientBounds.Width - width)/2, 
       ((Game.Window.ClientBounds.Height - height)/2) + 50); 

      int positionX = (int) position.X; 
      int positionY = (int) position.Y; 
      int areaWidth = (int) width; 
      int areaHeight = (int) height; 


      //for (int i = 0; i < area.Length; i++) 
      //{ 
       area = new Rectangle(positionX, positionY, areaWidth, areaHeight); 
      //} 
     } 

     /// <summary> 
     /// Allows the game component to perform any initialization it needs to before starting 
     /// to run. This is where it can query for any required services and load content. 
     /// </summary> 
     public override void Initialize() 
     { 
      // TODO: Add your initialization code here 
      base.Initialize(); 
     } 

     private bool CheckKey(Keys theKey) 
     { 
      return keyboardState.IsKeyUp(theKey) && 
       oldKeyboardState.IsKeyDown(theKey); 
     } 

     /// <summary> 
     /// Allows the game component to update itself. 
     /// </summary> 
     /// <param name="gameTime">Provides a snapshot of timing values.</param> 
     public override void Update(GameTime gameTime) 
     { 
      // TODO: Add your update code here 
      keyboardState = Keyboard.GetState(); 
      mouseState = Mouse.GetState(); 

      Point mouseLocation = new Point(mouseState.X, mouseState.Y); 

      if (CheckKey(Keys.Down)) 
      { 
       selectedIndex++; 
       if (selectedIndex == menuItems.Length) 
        selectedIndex = 0; 
      } 
      if (CheckKey(Keys.Up)) 
      { 
       selectedIndex--; 
       if (selectedIndex < 0) 
        selectedIndex = menuItems.Length - 1; 
      } 
      if (area.Contains(mouseLocation)) 
      { 
       selectedIndex++; 
       if (selectedIndex == menuItems.Length) 
        selectedIndex = 0; 
       if (selectedIndex < 0) 
        selectedIndex = menuItems.Length - 1; 

      } 

      base.Update(gameTime); 
      oldKeyboardState = keyboardState; 
     } 


     public override void Draw(GameTime gameTime) 
     { 
      base.Draw(gameTime); 
      Vector2 location = position; 
      Color tint; 

      for (int i = 0; i < menuItems.Length; i++) 
      { 
       if (i == selectedIndex) 
        tint = hilite; 
       else 
        tint = normal; 

       spriteBatch.DrawString(spriteFont, menuItems[i], location, tint); 
       location.Y += spriteFont.LineSpacing + 5; 
      } 
     } 
    } 
} 

回答

1
if (area.Contains(mouseLocation)) 
      { 
       selectedIndex++; 
       if (selectedIndex == menuItems.Length) 
        selectedIndex = 0; 
       if (selectedIndex < 0) 
        selectedIndex = menuItems.Length - 1; 

      } 

該代碼使得一個的selectedIndex更多,如果你將鼠標懸停在任何一個矩形。 這可以解釋通過每一個循環。

您需要檢查每個菜單項的矩形,並適當設置selectedIndex。

僞代碼:

對(INT I = 0;我< = menuItems.Count;我++){ 矩形 RECT =新的Rectangle(position.X,position.Y +(I * heightOfMenuItemAndOffset) ,寬度,高度);

Mouse.GetState(); Point mouseLocation = new Point(mouseState.X,mouseState.Y); 如果(area.Contains(mouseLocation) { 的selectedIndex = I; }

}

沿着那東西線

+0

好吧,我明白你說的話,這讓近乎完美。感覺對我來說,只有一件事我不明白或知道如何得到,我怎樣才能得到我的菜單項和偏移量的高度,我知道如何獲得菜單項的高度,但不知道如何獲得偏移量,我看到了如何設置和抵消,但是這是關於它的。非常感謝您的幫助,我非常感謝。 – Tokenfreak 2012-07-07 02:03:36

+0

沒問題,我是我一個偏移量,就是你想要多少菜單項。 – Cyral 2012-07-07 02:26:17

+0

此外,如果這個答案是你需要的,請點擊「檢查」按鈕接受答案。 – Cyral 2012-07-08 22:43:02