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社区首页 >问答首页 >XNA 3.1移动冲突问题

XNA 3.1移动冲突问题
EN

Stack Overflow用户
提问于 2012-03-22 15:23:40
回答 1查看 516关注 0票数 1

这就是我的问题。我有一个盒子,我想让我的角色四处移动。例如,我希望能够在按住多个移动命令的同时移动它。当向右移动(朝向障碍物的左边)时,我希望能够同时按住向右移动和向上或向下移动,而不会让角色粘在方框上。有趣的是,它在障碍物的左侧和右侧都能正常工作,但当我在障碍物的顶部和底部尝试它时,它就会卡住。这是Player类(对象我在移动)

代码语言:javascript
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<!-- language: c# -->
    public class Player
{
    public Texture2D texture;
    public Vector2 position;
    public int speed;
    public Vector2 offset;
    public bool left, right, up, down;
    public Rectangle collisionRect
    {
        get
        {
            return new Rectangle((int)position.X , (int)position.Y, texture.Width, texture.Height);
        }
    }
    public Vector2 direction;
    public Player(Texture2D texture, Vector2 position, int speed)
    {
        this.texture = texture;
        this.position = position;
        this.speed = speed;
        offset.X = speed;
        offset.Y = speed;
        left = false;
        right = false;
        up = false;
        down = false;
    }
    public virtual void Update(GameTime gameTime, Rectangle clientBounds)
    {
        direction = Vector2.Zero;
        if (Keyboard.GetState().IsKeyDown(Keys.A))
        {
            direction.X -= 1;
            left = true;
        }
        else
            left = false;
        if (Keyboard.GetState().IsKeyDown(Keys.D))
        {
            direction.X += 1;
            right = true;
        }
        else
            right = false;
        if (Keyboard.GetState().IsKeyDown(Keys.W))
        {
            direction.Y -= 1;
            up = true;
        }
        else
            up = false;
        if (Keyboard.GetState().IsKeyDown(Keys.S))
        {
            direction.Y += 1;
            down = true;
        }
        else
            down = false;

        position += (direction * speed);
    }
    public virtual void Draw(GameTime gameTime, SpriteBatch spritebatch)
    {
        spritebatch.Draw(texture, collisionRect, Color.White);
    }
}

下面是我的maingame中的Update方法

代码语言:javascript
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    <!-- language: c# -->
    public override void Update(GameTime gameTime)
    {
        // TODO: Add your update code here
        player.Update(gameTime, Game.Window.ClientBounds);

        if (player.right && HitWall(player))
        {
            player.position.X -= player.offset.X;
        }
        else if (player.left && HitWall(player))
        {
            player.position.X += player.offset.X;
        }
        if (player.down && HitWall(player))
        {
            player.position.Y -= player.offset.Y;
        }
        else if (player.up && HitWall(player))
        {
            player.position.Y += player.offset.Y;
        }
        base.Update(gameTime);
    }

和HitWall函数

代码语言:javascript
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    <!-- language: c# -->
    public bool HitWall(Player player)
    {
        for (int i = player.collisionRect.Top; i < player.collisionRect.Bottom; i++)
            for (int j = player.collisionRect.Left; j < player.collisionRect.Right; j++)
                if (TextureData[i * gameMap.map.Width + j] != Color.White)
                    return true;
        return false;
    }
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/9818005

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