对我来说,这个错误是破坏性的游戏,我正在使用四个不同的列表来控制从许多发射器中射出的火箭。启动器也保存在列表中:
Launchers = new List<Launcher>();
RocketsUp = new List<Rectangle>();
RocketsDown = new List<Rectangle>();
RocketsLeft = new List<Rectangle>();
RocketsRight = new List<Rectangle>();
如果您只想查看完整的内容,则Here是项目。 (请理解这是一个混乱的局面,我正在尝试使其正常运行,如果我有更多的时间在3至4周内完成此操作,我会尝试使其更加整洁)
问题
火箭会射出来,但是右边的火箭会随机停下来,上下左右都工作正常,如何?
如果我让游戏进行一些操作,一段时间后它开始变慢,我以为我在射击游戏时必须使用许多火箭,但它们正在射击并被摧毁,因此游戏不能正常工作,因为火箭正在清除速度与产卵速度一样快?
结束问题
注意:(我有多个级别,当我跳到下一个级别时,由于我在一个方法中拥有所有的全部,因此滞后消失了):
Launchers.Clear();
RocketsUp.Clear();
RocketsDown.Clear();
RocketsRight.Clear();
RocketsLeft.Clear();
这些发射器将执行的操作是每两秒钟在海峡线上发射一枚弹丸,直到它们与方块或玩家接触为止。
我有一个foreach循环,遍历每个发射器位置,并根据发射器所面向的方向生成火箭,即1 =向上,2 =向下,3 =右,4 =左:
foreach (Launcher l in Launchers)
{
l.Updata(gameTime);
if (rocketTime > rocketMax)
{
if (l.Direction == 1)
RocketsUp.Add(new Rectangle((int)l.Position.X + 11, (int)l.Position.Y, 9, 18));
if (l.Direction == 2)
RocketsDown.Add(new Rectangle((int)l.Position.X + 11, (int)l.Position.Y, 9, 18));
if (l.Direction == 3)
RocketsRight.Add(new Rectangle((int)l.Position.X, (int)l.Position.Y + 11, 18, 9));
if (l.Direction == 4)
RocketsLeft.Add(new Rectangle((int)l.Position.X, (int)l.Position.Y + 11, 18, 9));
}
}
然后为每个火箭列表调用一个for循环并定义它们的大小,因为纹理大小不正确:
if (rocketTime > rocketMax)
rocketTime = 0;
for (int i = 0; i < RocketsUp.Count; i++)
{
RocketsUp[i] = new Rectangle(RocketsUp[i].X, RocketsUp[i].Y - 3, RocketsUp[i].Width, RocketsUp[i].Height);
}
for (int i = 0; i < RocketsDown.Count; i++)
{
RocketsDown[i] = new Rectangle(RocketsDown[i].X, RocketsDown[i].Y + 3, RocketsDown[i].Width, RocketsDown[i].Height);
}
for (int i = 0; i < RocketsLeft.Count; i++)
{
RocketsRight[i] = new Rectangle(RocketsRight[i].X + 3, RocketsRight[i].Y, RocketsRight[i].Width, RocketsRight[i].Height);
}
for (int i = 0; i < RocketsLeft.Count; i++)
{
RocketsLeft[i] = new Rectangle(RocketsLeft[i].X - 3, RocketsLeft[i].Y, RocketsLeft[i].Width, RocketsLeft[i].Height);
}
然后用Draw方法绘制火箭:
for (int i = 0; i < RocketsUp.Count; i++)
{
spriteBatch.Draw(rocketUp, new Rectangle(RocketsUp[i].X,
RocketsUp[i].Y,
RocketsUp[i].Width,
RocketsUp[i].Height),
Color.White);
}
for (int i = 0; i < RocketsDown.Count; i++)
{
spriteBatch.Draw(rocketDown, new Rectangle(RocketsDown[i].X,
RocketsDown[i].Y,
RocketsDown[i].Width,
RocketsDown[i].Height),
Color.White);
}
for (int i = 0; i < RocketsRight.Count; i++)
{
spriteBatch.Draw(rocketRight, new Rectangle(RocketsRight[i].X, RocketsRight[i].Y, RocketsRight[i].Width, RocketsRight[i].Height), Color.White);
}
for (int i = 0; i < RocketsLeft.Count; i++)
{
spriteBatch.Draw(rocketLeft, new Rectangle(RocketsLeft[i].X, RocketsLeft[i].Y, RocketsLeft[i].Width, RocketsLeft[i].Height), Color.White);
}
最后,火箭在另一个叫做Block的类中被调用:
public Player BlockCollision(Player player, GameTime gameTime, Game1 game1)
{
this.game1 = game1;
kbState = Keyboard.GetState();
Rectangle BlockRectangle = new Rectangle((int)Position.X, (int)Position.Y, Texture.Width, Texture.Height);
Rectangle top = new Rectangle((int)Position.X + 5, (int)Position.Y - 10, Texture.Width - 10, 10);
Rectangle bottom = new Rectangle((int)Position.X + 5, (int)Position.Y + Texture.Height, Texture.Width - 10, 10);
Rectangle left = new Rectangle((int)Position.X - 10, (int)Position.Y + 5, 10, Texture.Height - 10);
Rectangle right = new Rectangle((int)Position.X + Texture.Width, (int)Position.Y + 5, 10, Texture.Height - 10);
Rectangle personRectangle = new Rectangle((int)player.Position.X, (int)player.Position.Y, player.Texture.Width, player.Texture.Height);
for (int i = 0; i < game1.RocketsDown.Count; i++)
{
Vector2 Rocket = new Vector2(game1.RocketsDown[i].X, game1.RocketsDown[i].Y);
if (personRectangle.Intersects(new Rectangle((int)Rocket.X, (int)Rocket.Y, game1.rocketDown.Width, game1.rocketDown.Height)))
{
player.Dead = true;
}
}
for (int i = 0; i < game1.RocketsUp.Count; i++)
{
Vector2 Rocket = new Vector2(game1.RocketsUp[i].X, game1.RocketsUp[i].Y);
if (personRectangle.Intersects(new Rectangle((int)Rocket.X, (int)Rocket.Y, game1.rocketUp.Width, game1.rocketUp.Height)))
{
player.Dead = true;
}
}
for (int i = 0; i < game1.RocketsLeft.Count; i++)
{
Vector2 Rocket = new Vector2(game1.RocketsLeft[i].X, game1.RocketsLeft[i].Y);
if (personRectangle.Intersects(new Rectangle((int)Rocket.X, (int)Rocket.Y, game1.rocketLeft.Width, game1.rocketLeft.Height)))
{
player.Dead = true;
}
}
for (int i = 0; i < game1.RocketsRight.Count; i++)
{
Vector2 Rocket = new Vector2(game1.RocketsRight[i].X, game1.RocketsRight[i].Y);
if (personRectangle.Intersects(new Rectangle((int)Rocket.X, (int)Rocket.Y, game1.rocketRight.Width, game1.rocketRight.Height)))
{
player.Dead = true;
}
}
if (BlockState > 0)
{
for (int i = 0; i < game1.RocketsDown.Count; i++)
{
Vector2 Rocket = new Vector2(game1.RocketsDown[i].X, game1.RocketsDown[i].Y);
if (top.Intersects(new Rectangle((int)Rocket.X, (int)Rocket.Y, game1.rocketDown.Width, game1.rocketDown.Height)))
{
game1.RocketsDown.RemoveAt(i);
}
}
for (int i = 0; i < game1.RocketsUp.Count; i++)
{
Vector2 Rocket = new Vector2(game1.RocketsUp[i].X, game1.RocketsUp[i].Y);
if (bottom.Intersects(new Rectangle((int)Rocket.X, (int)Rocket.Y, game1.rocketUp.Width, game1.rocketUp.Height)))
{
game1.RocketsUp.RemoveAt(i);
}
}
for (int i = 0; i < game1.RocketsLeft.Count; i++)
{
Vector2 Rocket = new Vector2(game1.RocketsLeft[i].X, game1.RocketsLeft[i].Y);
if (right.Intersects(new Rectangle((int)Rocket.X, (int)Rocket.Y, game1.rocketLeft.Width, game1.rocketLeft.Height)))
{
game1.RocketsLeft.RemoveAt(i);
}
}
for (int i = 0; i < game1.RocketsRight.Count; i++)
{
Vector2 Rocket = new Vector2(game1.RocketsRight[i].X, game1.RocketsRight[i].Y);
if (left.Intersects(new Rectangle((int)Rocket.X, (int)Rocket.Y, game1.rocketRight.Width, game1.rocketRight.Height)))
{
game1.RocketsRight.RemoveAt(i);
}
}
}
最佳答案
检查这段代码:
for (int i = 0; i < RocketsLeft.Count; i++)
{
RocketsRight[i] = new Rectangle(RocketsRight[i].X + 3, RocketsRight[i].Y, RocketsRight[i].Width, RocketsRight[i].Height);
}
for (int i = 0; i < RocketsLeft.Count; i++)
{
RocketsLeft[i] = new Rectangle(RocketsLeft[i].X - 3, RocketsLeft[i].Y, RocketsLeft[i].Width, RocketsLeft[i].Height);
}
您使用了RocketLeft.Count,而应该使用RocketRight。
编辑:另外,尝试使用Rectangle.Dispose()处置“被毁”的火箭。这可能有助于释放一些资源。