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C# 代码效率,分阶段_C#_.net_Windows Phone 7_Phase - Fatal编程技术网

C# 代码效率,分阶段

C# 代码效率,分阶段,c#,.net,windows-phone-7,phase,C#,.net,Windows Phone 7,Phase,好吧,我正在重温我制作的一个从未完成过的原型游戏,当原型游戏出现时,你并不总能想出最好的主意哈哈。这对我来说很难解释,但基本上屏幕上有可以“吃掉”的游戏对象,然后我用新的点值和纹理使其基本上重新生成 当游戏对象在纹理与屏幕上的嘴相交时被“吃掉”,则调用下一阶段的方法 隐藏扰流板 代码: void下一阶段(内部食品) { 开关(foodNumber) { //检测吃了什么食物 案例1: { food1Phase++; 打破 } 案例2: { 第二阶段++ 打破 } 案例3: { food3Phas

好吧,我正在重温我制作的一个从未完成过的原型游戏,当原型游戏出现时,你并不总能想出最好的主意哈哈。这对我来说很难解释,但基本上屏幕上有可以“吃掉”的游戏对象,然后我用新的点值和纹理使其基本上重新生成

当游戏对象在纹理与屏幕上的嘴相交时被“吃掉”,则调用下一阶段的方法

隐藏扰流板

代码:

void下一阶段(内部食品)
{
开关(foodNumber)
{
//检测吃了什么食物
案例1:
{
food1Phase++;
打破
}
案例2:
{
第二阶段++
打破
}
案例3:
{
food3Phase++;
打破
}
//
}
开关(foodNumber)
{
案例1:
{
开关(相位)
{
//每个阶段都是一组新的纹理、点值和特定的繁殖延迟。
//乘数法告诉我们另一种方法
//吃了什么食物并决定是否增加分数倍增
//位置属性将其重置为屏幕外的位置,然后在屏幕上飞行
//供玩家收集
//delayCompleted false激活另一个开始计时繁殖的方法
//耽搁
案例1:
{
多层存储(“Gay Bacon”);
food1Position.X=-200;
food1Position.Y=60;
food1=contentManager.Load(“Food2Img”);
food1Height=food1.Bounds.Height+20;
food1Width=food1.Bounds.Width+30;
food1Speed.X=0;
food1Speed.Y=0;
delayCompleted=false;
如果(游戏总计时器<30.0)
{
所需时间=游戏总体计时器+4.0;
}
打破
}
案例2:
{
food1=contentManager.Load(“Food6”);
food1Height=food1.Bounds.Height+20;
food1Width=food1.Bounds.Width+30;
food1Position.X=-100;
food1Position.Y=60;
food1Speed.X=0;
food1Speed.Y=0;
多层存储(“培根”);
打破
}
案例3:
{
food1=contentManager.Load(“Food1Img”);
food1Height=food1.Bounds.Height+20;
food1Width=food1.Bounds.Width+30;
food1Position.X=-100;
food1Position.Y=60;
food1Speed.X=0;
food1Speed.Y=0;
vegetableEatenMultiplier();
生命=生命-1;
UpdateLives();
第1阶段=0;
打破
}
}
}
}
案例2:
{
开关(第二阶段)
{
food2=contentManager.Load(“Food4”);
food2Height=food2.Bounds.Height+30;
food2Width=food2.Bounds.Width+30;
food2Position.X=850;
food2位置Y=200;
food2Speed.X=0;
food2Speed.Y=0;
多层存储(“培根”);
打破
}
案例2:
{
food2=contentManager.Load(“Food5”);
food2Height=food2.Bounds.Height+30;
food2Width=food2.Bounds.Width+30;
food2Position.X=850;
food2位置Y=200;
food2Speed.X=0;
food2Speed.Y=0;
vegetableEatenMultiplier();
生命=生命-1;
UpdateLives();
打破
}
案例3:
{
food2=contentManager.Load(“Food2Img”);
food2Height=food2.Bounds.Height+30;
food2Width=food2.Bounds.Width+30;
food2Position.X=850;
food2位置Y=200;
food2Speed.X=0;
food2Speed.Y=0;
第二阶段=0;
多层存储(“牛排”);
打破
}
}
}
案例3:
{
开关(第三阶段)
{
food3位置X=600;
food3Position.Y=-100;
food3Speed.X=0;
food3Speed.Y=0;
第三阶段=0;
多层存储(“Gay Bacon”);
打破
}
}
}
}
}      
问题是这对我来说似乎不是很有效,现在是的,我已经想到了创造
void NextPhase(int food)
    {

        switch (foodNumber)
        {
                //Detects what food object has been eaten
            case 1:
                {
                    food1Phase++;
                    break;
                }
            case 2:
                {
                    food2Phase++
                    break;
                }
            case 3:
                {
                    food3Phase++;
                    break;
                }
                //
        }
        switch (foodNumber)
        {
            case 1:
                {

                    switch (food1Phase)
                    {
                    //Each phase is a new set of Textures, Points Values and specific spawn delay.
                    //Multiplier sotrage tells another method
                    //what food has been eaten and decides whether to increase the score mulitplier
                    //the position properties reset it to a location off screen and then it flies on screen
                    //for the player to collect
                    //delayCompleted false activates another method that starts timing the spawn
                    //delay
                case 1:
                    {


                        multiplierStorage("Gay Bacon");
                        food1Position.X = -200;
                        food1Position.Y = 60;
                        food1 = contentManager.Load<Texture2D>("Food2Img");
                                food1Height = food1.Bounds.Height + 20;
                                food1Width = food1.Bounds.Width + 30;
                                food1Speed.X = 0;
                                food1Speed.Y = 0;
                        delayCompleted = false;
                        if (gameOverallTimer < 30.0)
                        {

                            timeWanted = gameOverallTimer + 4.0;
                        }
                        break;
                    }
                case 2:
                    {
                        food1 = contentManager.Load<Texture2D>("Food6");
                        food1Height = food1.Bounds.Height + 20;
                        food1Width = food1.Bounds.Width + 30;
                        food1Position.X = -100;
                        food1Position.Y = 60;
                        food1Speed.X = 0;
                        food1Speed.Y = 0;
                        multiplierStorage("Bacon");




                        break;
                    }
                case 3:
                    {
                        food1 = contentManager.Load<Texture2D>("Food1Img");
                        food1Height = food1.Bounds.Height + 20;
                        food1Width = food1.Bounds.Width + 30;
                        food1Position.X = -100;
                        food1Position.Y = 60;
                        food1Speed.X = 0;
                        food1Speed.Y = 0;
                        vegetableEatenMultiplier();
                        lives = lives - 1;
                        UpdateLives();
                        food1Phase = 0;
                        break;
                    }
                }
            }
        }

            case 2:
                {

                    switch (food2Phase)
                    {
                        food2 = contentManager.Load<Texture2D>("Food4");
                        food2Height = food2.Bounds.Height + 30;
                        food2Width = food2.Bounds.Width + 30;
                        food2Position.X = 850;
                        food2Position.Y = 200;
                        food2Speed.X = 0;
                        food2Speed.Y = 0;

                        multiplierStorage("Bacon");
                        break;
                    }
                case 2:
                    {


                        food2 = contentManager.Load<Texture2D>("Food5");
                        food2Height = food2.Bounds.Height + 30;
                        food2Width = food2.Bounds.Width + 30;
                        food2Position.X = 850;
                        food2Position.Y = 200;
                        food2Speed.X = 0;
                        food2Speed.Y = 0;
                        vegetableEatenMultiplier();
                        lives = lives - 1;
                        UpdateLives();
                        break;
                    }
                case 3:
                    {
                        food2 = contentManager.Load<Texture2D>("Food2Img");
                        food2Height = food2.Bounds.Height + 30;
                        food2Width = food2.Bounds.Width + 30;
                        food2Position.X = 850;
                        food2Position.Y = 200;
                        food2Speed.X = 0;
                        food2Speed.Y = 0;
                        food2Phase = 0;
                        multiplierStorage("Steak");
                        break;
                    }
                }
            }



            case 3:
                {

                    switch (food3Phase)
                    {

                        food3Position.X = 600;
                        food3Position.Y = -100;
                        food3Speed.X = 0;
                        food3Speed.Y = 0;
                        food3Phase = 0;
                        multiplierStorage("Gay Bacon");
                        break;
                    }
                }
            }
        }

    }      
switch (foodNumber)
{
    case 1:
        switch (food1Phase)
        {
            case 1:
switch (foodNumber << 8 | food1Phase)
{
    case (1 << 8 | 1):