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C# 带移动平台的平铺系统_C#_List_Xna_2d_Tile - Fatal编程技术网

C# 带移动平台的平铺系统

C# 带移动平台的平铺系统,c#,list,xna,2d,tile,C#,List,Xna,2d,Tile,使用基于瓷砖的系统,我需要将平台块与其余部分分开,然后允许它们以恒定速度上下移动 如何使标记为“=”(垂直移动平台)的平铺向上或向下移动,直到它碰到“#”(墙)或端点“+”(垂直移动平台移动区域)? 有一个跟随播放器的摄影机类、一个控制移动的播放器类和一个控制块碰撞的块类 存储块的列表: List<Block> Blocks; List<char[,]> Levels = new List<char[,]>(); 绘制方法: protected o

使用基于瓷砖的系统,我需要将平台块与其余部分分开,然后允许它们以恒定速度上下移动

如何使标记为“=”(垂直移动平台)的平铺向上或向下移动,直到它碰到“#”(墙)或端点“+”(垂直移动平台移动区域)?

有一个跟随播放器的摄影机类、一个控制移动的播放器类和一个控制块碰撞的块类

存储块的列表:

List<Block> Blocks;
List<char[,]> Levels = new List<char[,]>();
绘制方法:

    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.White);

        // TODO: Add your drawing code here
        spriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, null, null, null, null, camera.Transform());
        //spriteBatch.Begin();

        foreach (Block b in Blocks)
        {
            b.Draw(spriteBatch);
        }
        spriteBatch.End();
        base.Draw(gameTime);
    }
  • 创建一个类似于
    Block
    (类似于
    MovingBlock
    )的类

  • 在类中添加更新方法,使块上下移动

  • 在LoadLevel中使用该类

    if(Levels[level][y,x]='='=')
    { 移动块。添加(新移动块)(移动平台, 新矢量2((x*50),(y*50)+移动平台高度) , 4)); }


为要移动的对象创建一个类,并向其添加碰撞。但是如何使其移动?我如何调用处于该位置的所有块,使其向上或向下移动?
    void LoadLevel(int level)
    {
        Blocks.Clear();

        player.Position = Vector2.Zero;

        tileWidth = Levels[level].GetLength(1);
        tileHeight = Levels[level].GetLength(0);
        for (int x = 0; x < tileWidth; x++)
        {
            for (int y = 0; y < tileHeight; y++)
            {
                //Background
                Blocks.Add(new Block(background, new Vector2(x * 50, y * 50), 0));

                //Impassable Blocks
                if (Levels[level][y, x] == '#')
                {
                    Blocks.Add(new Block(blockSpriteA, new Vector2(x * 50, y * 50), 1));
                }
                //Blocks that are only passable if going up them
                if (Levels[level][y, x] == '-')
                {
                    Blocks.Add(new Block(blockSpriteB, new Vector2(x * 50, y * 50), 2));
                }
                //Vertical Moving Platform Movement Area
                if (Levels[level][y, x] == '+')
                {
                    Blocks.Add(new Block(movingArea, new Vector2(x * 50, y * 50), 3));
                }
                //Vertical Moving Platform
                if (Levels[level][y, x] == '=')
                {
                    Blocks.Add(new Block(movingPlatform, new Vector2((x * 50), (y * 50) + movingPlatform.Height), 4));
                }
                //PlayerSpawn
                if (Levels[level][y, x] == 'P' && player.Position == Vector2.Zero)
                {
                    player.Position = new Vector2(x * 50, (y + 1) * 50 - player.Texture.Height);
                    player.Velocity = new Vector2(0, 0);
                    player.initialVelocity = 0;
                    player.Time = 0;
                    player.isJumping = false;  
                }
                else if (Levels[level][y, x] == 'P' && player.Position != Vector2.Zero)
                {
                    throw new Exception("Only one 'P' is needed for each level");
                }
            }
        }
        if (player.Position == Vector2.Zero)
        {
            throw new Exception("Player Position needs to be set with 'P'");
        }
    }
    protected override void Update(GameTime gameTime)
    {
        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();

        // TODO: Add your update logic here
        HandleInput(Keyboard.GetState());
        player.Update(gameTime);

        Time += (float)gameTime.ElapsedGameTime.TotalSeconds;

        foreach (Block b in Blocks)
        {
            player = b.BlockCollision(player);
        }
        camera.thing(player);

        prevKB = Keyboard.GetState();

        base.Update(gameTime);
    }
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.White);

        // TODO: Add your drawing code here
        spriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, null, null, null, null, camera.Transform());
        //spriteBatch.Begin();

        foreach (Block b in Blocks)
        {
            b.Draw(spriteBatch);
        }
        spriteBatch.End();
        base.Draw(gameTime);
    }