C# 精灵与产卵
我有一艘正在产卵的船。有两种类型:轨道炮子弹和导弹。导弹发射正常,但轨道炮炮弹总是在飞船前方产生大约100个像素(或者至少看起来是这样)。我不知道为什么会这样。还有,有两个炮塔,当它从一个炮塔发射时,它应该将布尔值设置为true,以使它从另一个炮塔发射;当它从该值中激发时,它会将布尔值设置回false,以此类推。它总是从第一个发射出去。同样,我也不知道为什么。我一整天都在用头撞这个。这是我的密码:C# 精灵与产卵,c#,xna,sprite,C#,Xna,Sprite,我有一艘正在产卵的船。有两种类型:轨道炮子弹和导弹。导弹发射正常,但轨道炮炮弹总是在飞船前方产生大约100个像素(或者至少看起来是这样)。我不知道为什么会这样。还有,有两个炮塔,当它从一个炮塔发射时,它应该将布尔值设置为true,以使它从另一个炮塔发射;当它从该值中激发时,它会将布尔值设置回false,以此类推。它总是从第一个发射出去。同样,我也不知道为什么。我一整天都在用头撞这个。这是我的密码: using System; using System.Collections.Generic;
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;
using ShipBattle.Classes.Ships;
using ShipBattle.Classes.Ships.Fighters;
using ShipBattle.Classes.Ships.Projectiles;
using ShipBattle.Classes.Ships.Projectiles.Tauri;
namespace ShipBattle.Classes.Ships.Fighters
{
public class F302 : Ship
{
const double missileMinimumFiringArc = Utilities.NINETY_DEGREES / 2;
const double missileMaximumFiringArc = Utilities.NINETY_DEGREES + (Utilities.NINETY_DEGREES / 2);
const double railgunMinimumFiringArc = 1.5;
const double railgunMaximumFiringArc = 1.6;
const double MISSILES_ROF = 30.0;
protected List<double> CooldownLeft = new List<double>();
private ContentManager content;
public event ShipFired WeaponFired;
public List<NaquadahEnhancedMissile> missiles;
public List<RailgunRound> railgunRounds;
public int[] MissileAmmo { get; set; }
public int[] RailgunAmmo { get; set; }
//Determines which missile/railgun to fire
bool leftMissile = true;
bool leftRailgun = true;
public F302(Vector2 position, ContentManager Content)
{
content = Content;
Texture = content.Load<Texture2D>(@"Textures\Ships\Tauri\Fighters\F302");
Position = position;
Rotation = 0;
#region Physics Stuff
mass = 19200;
force = 76.3f;
acceleration = (force * 1000) / mass;
maxSpeed = Utilities.GetVelocity(acceleration);
#endregion
#region Hull & Shielding
HullIntegrity = 10;
ShieldStrength = 0;
#endregion
#region Weapons!!!
/*
* [0] = Port Missile
* [1] = Starboard Missile
* [2] = Port Railgun
* [3] = Starboard Railgun
*/
//Setup
missiles = new List<NaquadahEnhancedMissile>();
railgunRounds = new List<RailgunRound>();
MissileAmmo = new int[2];
RailgunAmmo = new int[2];
//Port Missile
WeaponRatesOfFire.Add(MISSILES_ROF);
CooldownLeft.Add(0);
WeaponsEnplacements.Add(new Vector2(14, 5));
WeaponEmplacementOffsets.Add(new Vector2(14, 5));
MissileAmmo[0] = 2;
//Starboard Missile
WeaponRatesOfFire.Add(MISSILES_ROF);
CooldownLeft.Add(0);
WeaponsEnplacements.Add(new Vector2(35, 5));
WeaponEmplacementOffsets.Add(new Vector2(35, 5));
MissileAmmo[1] = 2;
//Port Railgun
WeaponRatesOfFire.Add(7.2);
CooldownLeft.Add(0);
WeaponsEnplacements.Add(new Vector2(24, 0));
WeaponEmplacementOffsets.Add(new Vector2(24, 0));
RailgunAmmo[0] = 10000;
//Starboard Railgun
WeaponRatesOfFire.Add(7.2);
CooldownLeft.Add(0);
WeaponsEnplacements.Add(new Vector2(26, 0));
WeaponEmplacementOffsets.Add(new Vector2(26, 0));
RailgunAmmo[1] = 10000;
#endregion
}
protected override void UpdateProjectiles(Vector2 pos)
{
for (int i = 0; i < missiles.Count; i++)
if (missiles[i].Remove)
missiles.RemoveAt(i);
for (int i = 0; i < railgunRounds.Count; i++)
if (railgunRounds[i].Remove)
railgunRounds.RemoveAt(i);
foreach (NaquadahEnhancedMissile nem in missiles)
nem.Update(enemyPos);
foreach (RailgunRound rr in railgunRounds)
rr.Update(enemyPos);
}
protected override void DrawProjectiles(SpriteBatch spriteBatch)
{
foreach (NaquadahEnhancedMissile nem in missiles)
nem.Draw(spriteBatch);
foreach (RailgunRound rr in railgunRounds)
rr.Draw(spriteBatch);
}
protected override void CheckTarget(Ship target)
{
enemyPos = target.Position;
double distance = Vector2.Distance(Position, target.Position);
Vector2 vector1 = Vector2.Normalize(Position - target.Position);
Vector2 vector2 = new Vector2((float)Math.Cos(Rotation), (float)Math.Sin(Rotation));
double angle = Math.Acos(Vector2.Dot(vector1, vector2));
if (angle > missileMinimumFiringArc && angle < missileMaximumFiringArc)
if (distance < 500)
if (((target.HullIntegrity + target.ShieldStrength) - 10) <= 0)
FireMissiles();
if (angle > railgunMinimumFiringArc && angle < railgunMaximumFiringArc)
FireRailguns();
}
protected void FireMissiles()
{
if (leftMissile)
{
if (CooldownLeft[0] <= 0)
{
if (MissileAmmo[0] > 0)
{
NaquadahEnhancedMissile nem = new NaquadahEnhancedMissile(WeaponsEnplacements[0], Rotation, content);
nem.hit += new ProjectileHit(nem_hit);
missiles.Add(nem);
CooldownLeft[0] = WeaponRatesOfFire[0];
CooldownLeft[1] = WeaponRatesOfFire[1];
MissileAmmo[0]--;
leftMissile = false;
}
}
}
else
if (CooldownLeft[1] <= 0)
{
if (MissileAmmo[1] > 0)
{
NaquadahEnhancedMissile nem = new NaquadahEnhancedMissile(WeaponsEnplacements[1], Rotation, content);
nem.hit += new ProjectileHit(nem_hit);
missiles.Add(nem);
CooldownLeft[0] = WeaponRatesOfFire[0];
CooldownLeft[1] = WeaponRatesOfFire[1];
MissileAmmo[1]--;
leftMissile = true;
}
}
}
private void FireRailguns()
{
if (leftRailgun)
{
if (CooldownLeft[2] <= 0)
{
if (RailgunAmmo[0] > 0)
{
RailgunRound rgr = new RailgunRound(WeaponsEnplacements[2], Rotation, content);
rgr.hit += new ProjectileHit(nem_hit);
railgunRounds.Add(rgr);
CooldownLeft[2] = WeaponRatesOfFire[2];
CooldownLeft[3] = WeaponRatesOfFire[3];
RailgunAmmo[0]--;
leftRailgun = false;
}
}
}
else
if (CooldownLeft[3] <= 0)
{
if (RailgunAmmo[1] > 0)
{
RailgunRound rgr = new RailgunRound(WeaponsEnplacements[3], Rotation, content);
rgr.hit += new ProjectileHit(nem_hit);
railgunRounds.Add(rgr);
CooldownLeft[2] = WeaponRatesOfFire[2];
CooldownLeft[3] = WeaponRatesOfFire[3];
MissileAmmo[1]--;
leftRailgun = true;
}
}
}
protected override void Cooldown()
{
for (int f = 0; f < CooldownLeft.Count; f++)
CooldownLeft[f]--;
}
private void nem_hit(Projectile p, EventArgs e)
{
if (p is NaquadahEnhancedMissile)
{
p.Remove = true;
if (targetShip.ShieldStrength > 0)
targetShip.ShieldStrength -= p.Damage;
else
targetShip.HullIntegrity -= p.Damage;
}
else if (p is RailgunRound)
{
p.Remove = true;
if (targetShip.ShieldStrength > 0)
targetShip.ShieldStrength -= p.Damage / 4;
else
targetShip.HullIntegrity -= p.Damage;
}
}
protected override void CleanupProjectiles()
{
missiles.Clear();
railgunRounds.Clear();
}
}
}
使用系统;
使用System.Collections.Generic;
使用System.Linq;
使用Microsoft.Xna.Framework;
使用Microsoft.Xna.Framework.Audio;
使用Microsoft.Xna.Framework.Content;
使用Microsoft.Xna.Framework.GamerServices;
使用Microsoft.Xna.Framework.Graphics;
使用Microsoft.Xna.Framework.Input;
使用Microsoft.Xna.Framework.Media;
使用Shippattle.Classes.Ships;
使用舰载战斗机;
使用舰载炮弹。等级。舰载炮弹;
使用Shippattle.Classes.Ships.Projectles.Tauri;
命名空间shippattle.Classes.Ships.fighter
{
公共级F302:船舶
{
const-double-missileMinimumFiringArc=实用程序90度/2;
const double missileMaximumFiringArc=实用程序.90度+(实用程序.90度/2);
const双轨最小起拱弧度=1.5;
常数双轨最大飞行弧=1.6;
常数双导弹_ROF=30.0;
受保护列表冷却时间左=新列表();
私有内容管理器内容;
公共事件,船上发射武器;
公布导弹清单;
公开名单;
public int[]MissileAmmo{get;set;}
public int[]RailgunAmmo{get;set;}
//确定要发射的导弹/轨道炮
布尔左导弹=真;
bool leftRailgun=true;
公共F302(矢量2位置,ContentManager内容)
{
内容=内容;
Texture=content.Load(@“Textures\Ships\Tauri\Fighters\F302”);
位置=位置;
旋转=0;
#区域物理材料
质量=19200;
力=76.3f;
加速度=(力*1000)/质量;
maxSpeed=实用程序.GetVelocity(加速度);
#端区
#区域外壳和屏蔽
HullIntegrity=10;
屏蔽强度=0;
#端区
#区域武器!!!
/*
*[0]=左舷导弹
*[1]=右舷导弹
*[2]=左舷轨道炮
*[3]=右舷轨道炮
*/
//设置
导弹=新列表();
railgunRounds=新列表();
MissileAmmo=新整数[2];
RailgunAmmo=新整数[2];
//港口导弹
武器发射率。添加(导弹发射率);
左冷却。添加(0);
新增(新矢量2(14,5));
武器安放偏移量。添加(新矢量2(14,5));
MissileAmmo[0]=2;
//右舷导弹
武器发射率。添加(导弹发射率);
左冷却。添加(0);
新增(新矢量2(35,5));
武器安放偏移量。添加(新矢量2(35,5));
MissileAmmo[1]=2;
//左舷轨道炮
新增(7.2);
左冷却。添加(0);
新增(新矢量2(24,0));
武器安放偏移量。添加(新矢量2(24,0));
Railgunamum[0]=10000;
//右舷轨道炮
新增(7.2);
左冷却。添加(0);
新增(新矢量2(26,0));
武器安放偏移量。添加(新矢量2(26,0));
铁路弹药[1]=10000;
#端区
}
受保护的覆盖无效更新项目(Vector2位置)
{
对于(int i=0;i<0.Count;i++)
if(导弹[i]。移除)
导弹。拆除(i);
对于(int i=0;i导弹最小飞行弧和角度<导弹最大飞行弧)
如果(距离<500)
如果((target.HullIntegrity+target.shieldstence)-10)轨道最小起弧和角度<轨道最大起弧)
火箭炮();
}
受保护的空火导弹()
{
if(左导弹)
{
if(左冷却[0]0)
{
NaquadahEnhancedMissile nem=新的NaquadahEnhancedMissile(武器部署[0],轮换,内容);
奈姆·希特+=
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ShipBattle.Classes.Ships.Projectiles;
using ShipBattle.Classes.Ships.Projectiles.Tauri;
namespace ShipBattle.Classes.Ships
{
public abstract class Ship
{
public Texture2D Texture { get; set; }
public Vector2 Position
{
get
{
return _position;
}
set
{
_position = value;
}
}
public float Rotation { get; set; }
private Vector2 _position;
protected Ship targetShip;
protected Vector2 enemyPos;
#region Health & Shielding
public float HullIntegrity { get; set; }
public float ShieldStrength { get; set; }
public bool Remove { get; set; }
#endregion
#region Guns
protected List<Vector2> WeaponsEnplacements = new List<Vector2>();
protected List<Vector2> WeaponEmplacementOffsets = new List<Vector2>();
protected List<double> WeaponRatesOfFire = new List<double>();
/// <summary>
/// The rates of fire for all weapons, represented in terms of the delay between frames
/// </summary>
#endregion
#region Targeting Logic
bool hasTarget = false;
protected int targetHashCode;
Vector2 targetShipPosition;
Ship target;
bool evasive = false;
bool hasRandomTrajectory = false;
bool reachedBounds = false;
bool followingRandom = false;
int timeToFaffAbout = 360;
double randomRotation;
#endregion
#region Physics Stuff
float angleA, b, a, speed = 0;
double turningRadius = 10 * (Math.PI / 180);
//Acceleration
protected int mass; // kg
protected float force; // kN, thruster power
protected float acceleration; // m/s^2
//Velocity
protected float maxSpeed; // m/s, calculated using 30-second burn
protected float initialSpeed = 0;
protected float finalSpeed = 0;
protected float time = 0.016666f;
#endregion
public void Update(List<Ship> ships)
{
if (timeToFaffAbout >= 0)
{
timeToFaffAbout = 360;
followingRandom = false;
}
if (!hasTarget)
{
targetShip = GetTarget(ships);
hasTarget = true;
}
else
{
if (targetShip != null)
{
if (Vector2.Distance(Position, targetShip.Position) < 75)
evasive = true;
else
evasive = false;
if (evasive)
{
if (!hasRandomTrajectory)
{
Random random = new Random();
randomRotation = random.Next((int)(Math.PI * 100));
double negative = random.Next(2);
if (negative == 1)
randomRotation *= -1;
Rotation = (float)randomRotation;
hasRandomTrajectory = true;
}
}
else
{
if (!followingRandom)
{
//Rotate the sprite using the turning radius
Rotation = Utilities.TurnToFace(Position, new Vector2(targetShip.Position.X, targetShip.Position.Y), (float)Rotation, (float)turningRadius);
}
}
KeepOnTheScreen();
//Move the sprite, using KINEMATIC PHYSICS, ***!!! -->goes in the direction set by the rotation algorithm
Move();
CheckTarget(targetShip);
UpdateProjectiles(targetShip.Position);
//Stop targeting a dead enemy
if (targetShip.HullIntegrity <= 0)
hasTarget = false;
}
}
//Recalculate the List<Vector2> weapons enplacements based on the current rotation angle
RecalculateWeaponsPositions();
//Cooldown the guns
Cooldown();
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Texture, Position, null, Color.White, Rotation, new Vector2(Texture.Width / 2, Texture.Height / 2), 0.5f,
SpriteEffects.None, 0.0f);
if (hasTarget)
DrawProjectiles(spriteBatch);
}
/// <summary>
/// Uses trig and the thruster power to move the ship. b is the y distance to move, a is the x distance to move
/// </summary>
private void Move()
{
if (finalSpeed < maxSpeed)
finalSpeed = speed + (acceleration * time);
angleA = Rotation;
b = (float)Math.Cos(angleA) * finalSpeed;
a = (float)Math.Sin(angleA) * finalSpeed;
_position.Y -= b;
_position.X += a;
speed = finalSpeed;
}
/// <summary>
/// Acquires the closes enemy ship
/// </summary>
/// <param name="ships">The ships to search through</param>
/// <returns></returns>
private Ship GetTarget(List<Ship> ships)
{
CleanupProjectiles();
Ship rVal = null;
int distance = int.MaxValue;
float c;
foreach (Ship ship in ships)
{
c = Vector2.Distance(Position, ship.Position);
if (c < distance)
rVal = ship;
}
return rVal;
}
/// <summary>
/// Reorients the positions of all the weapon positions on this ship
/// </summary>
private void RecalculateWeaponsPositions()
{
for (int i = 0; i < WeaponsEnplacements.Count; i++)
{
WeaponsEnplacements[i] = RotateWeapons(WeaponEmplacementOffsets[i]);
}
}
/// <summary>
/// Recalculates the positions of the weapons on this ship based off their default offset and the current angle
/// </summary>
/// <param name="weapon">The weapon position to recalculate</param>
/// <param name="offset">The default offset of that weapon</param>
private Vector2 RotateWeapons(Vector2 offset)
{
Quaternion rotation = Quaternion.CreateFromAxisAngle(Vector3.Backward, (float)Rotation);
return Vector2.Transform(offset, rotation) + Position;
}
/// <summary>
/// Keeps the ship on the screen
/// </summary>
private void KeepOnTheScreen()
{
if (Position.X > 1019 || Position.X < 5 || Position.Y > 761 || Position.Y < 5)
reachedBounds = true;
else
reachedBounds = false;
if (reachedBounds)
{
followingRandom = true;
if (!followingRandom)
Rotation = Utilities.TurnToFace(Position, new Vector2(1024 / 2, 768 / 2), Rotation, (float)turningRadius);
else
timeToFaffAbout--;
}
}
/// <summary>
/// Checks to see if the target ship is within weapons range
/// </summary>
/// <param name="target"></param>
protected abstract void CheckTarget(Ship target);
/// <summary>
/// Decrements the cooldown of all weapons
/// </summary>
protected abstract void Cooldown();
protected abstract void UpdateProjectiles(Vector2 pos);
protected abstract void DrawProjectiles(SpriteBatch spriteBatch);
protected abstract void CleanupProjectiles();
}
}