C# 屏幕上只有一颗子弹。我怎样才能解决这个问题?
我希望每个敌人都能独立射击。如果敌人的子弹离开了屏幕,敌人可以发射新的子弹。不早。 但就目前而言,他们的屏幕上总是只有一颗子弹,而不是三颗。我有三个敌人,所以他们在屏幕上最多同时有三颗子弹,而不是一颗。 怎么了C# 屏幕上只有一颗子弹。我怎样才能解决这个问题?,c#,xna,C#,Xna,我希望每个敌人都能独立射击。如果敌人的子弹离开了屏幕,敌人可以发射新的子弹。不早。 但就目前而言,他们的屏幕上总是只有一颗子弹,而不是三颗。我有三个敌人,所以他们在屏幕上最多同时有三颗子弹,而不是一颗。 怎么了 public class Map { Texture2D myEnemy, myBullet; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<
public class Map
{
Texture2D myEnemy, myBullet;
Player Player;
List<Enemy> enemieslist = new List<Enemy>();
List<Bullet> bulletslist = new List<Bullet>();
float fNextEnemy = 0.0f;
float fEnemyFreq = 3.0f;
int fMaxEnemy = 3;
Vector2 Startposition = new Vector2(200, 200);
Vector2 currentEnemyPosition;
GraphicsDeviceManager graphicsDevice;
public Map(GraphicsDeviceManager device)
{
graphicsDevice = device;
}
public void Load(ContentManager content)
{
myEnemy = content.Load<Texture2D>("enemy");
myBullet = content.Load<Texture2D>("bullet");
Player = new Player(graphicsDevice);
Player.Load(content);
}
public void Update(GameTime gameTime)
{
Player.Update(gameTime);
float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
for(int i = enemieslist.Count - 1; i >= 0; i--)
{
// Update Enemy
Enemy enemy = enemieslist[i];
enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta);
currentEnemyPosition = enemy.Bulletstartposition;
// Try to remove an enemy
if (enemy.Remove == true)
{
enemieslist.Remove(enemy);
enemy.Remove = false;
}
// Does the enemy shot?
if ((enemy.Shot == true) && (bulletslist.Count < 1))
// New bullet
{
Vector2 bulletDirection = Vector2.Normalize(Player.playershape.Position - currentEnemyPosition) * 200f;
bulletslist.Add(new Bullet(currentEnemyPosition, bulletDirection, Player.playershape.Position));
enemy.Shot = false;
}
}
this.fNextEnemy += delta;
//New enemy
if (fMaxEnemy > 0)
{
if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3))
{
Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f;
enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position));
fMaxEnemy -= 1;
fNextEnemy -= fEnemyFreq;
}
}
for(int i = bulletslist.Count - 1; i >= 0; i--)
{
// Update Bullet
Bullet bullets = bulletslist[i];
bullets.Update(gameTime, this.graphicsDevice, delta);
// Try to remove a bullet... Collision, hit, or outside screen.
if (bullets.Remove == true)
bulletslist.Remove(bullets);
bullets.Remove = false;
}
}
public void Draw(SpriteBatch batch)
{
Player.Draw(batch);
foreach (Enemy enemies in enemieslist)
{
enemies.Draw(batch, myEnemy);
}
foreach (Bullet bullets in bulletslist)
{
bullets.Draw(batch, myBullet);
}
}
}
public class Enemy
{
private float nextShot = 0;
private float shotFrequency = 2.0f;
Vector2 vPos;
Vector2 vMove;
Vector2 vPlayer;
public Vector2 Bulletstartposition;
public bool Remove;
public bool Shot;
public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player)
{
this.vPos = Pos;
this.vMove = Move;
this.vPlayer = Player;
this.Remove = false;
this.Shot = false;
}
public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta)
{
nextShot += delta;
if (nextShot >= shotFrequency)
{
this.Shot = true;
nextShot -= shotFrequency;
}
if (!Remove)
{
this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f;
this.vPos += this.vMove * delta;
Bulletstartposition = this.vPos;
if (this.vPos.X > graphics.PreferredBackBufferWidth + 1)
{
this.Remove = true;
}
else if (this.vPos.X < -20)
{
this.Remove = true;
}
if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1)
{
this.Remove = true;
}
else if (this.vPos.Y < -20)
{
this.Remove = true;
}
}
}
public void Draw(SpriteBatch spriteBatch, Texture2D myTexture)
{
if (!Remove)
{
spriteBatch.Draw(myTexture, this.vPos, Color.White);
}
}
}
public class Bullet
{
Vector2 vPos;
Vector2 vMove;
Vector2 vPlayer;
public bool Remove;
public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player)
{
this.Remove = false;
this.vPos = Pos;
this.vMove = Move;
this.vPlayer = Player;
}
public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta)
{
if (!Remove)
{
this.vPos += this.vMove * delta;
if (this.vPos.X > graphics.PreferredBackBufferWidth +1)
{
this.Remove = true;
}
else if (this.vPos.X < -20)
{
this.Remove = true;
}
if (this.vPos.Y > graphics.PreferredBackBufferHeight +1)
{
this.Remove = true;
}
else if (this.vPos.Y < -20)
{
this.Remove = true;
}
}
}
public void Draw(SpriteBatch spriteBatch, Texture2D myTexture)
{
if (!Remove)
{
spriteBatch.Draw(myTexture, this.vPos, Color.White);
}
}
}
公共类映射
{
我的敌人,我的子弹;
玩家;
List enemieslist=新列表();
列表公告列表=新列表();
浮点数fnextemy=0.0f;
浮动fEnemyFreq=3.0f;
int-fmax=3;
矢量2起始位置=新矢量2(200200);
矢量2当前位置;
GraphicsDeviceManager图形设备;
公共地图(GraphicsDeviceManager设备)
{
图形设备=设备;
}
公共无效加载(ContentManager内容)
{
myEnemy=content.Load(“敌人”);
myBullet=content.Load(“bullet”);
玩家=新玩家(图形设备);
Player.Load(内容);
}
公开作废更新(游戏时间游戏时间)
{
玩家更新(游戏时间);
浮点增量=(浮点)gameTime.ElapsedGameTime.TotalSeconds;
对于(int i=enemieslist.Count-1;i>=0;i--)
{
//更新敌人
敌人=敌人[我];
更新(游戏时间,this.graphicsDevice,Player.playershape.Position,delta);
currentEnemyPosition=敌人。BullettStartPosition;
//设法消灭敌人
if(敌方移除==真)
{
敌人。清除(敌人);
敌人。移除=假;
}
//敌人开枪了吗?
如果((敌方射击==真)和(&(bulletslist.Count<1))
//新子弹
{
Vector2 bulletDirection=Vector2.规格化(Player.playershape.Position-currentEneyPosition)*200f;
bulletslist.Add(新的Bullet(当前我的位置,bulletDirection,Player.playershape.Position));
敌人。射击=假;
}
}
this.fnextemy+=delta;
//新敌人
如果(Fmax>0)
{
如果((this.fnextemy>=fEnemyFreq)和(&(enemieslist.Count<3))
{
Vector2 enemyDirection=Vector2.规范化(Player.playershape.Position-Startposition)*100f;
敌人列表。添加(新敌人(起始位置,敌人方向,玩家。玩家。位置));
fmax-=1;
fnextemy-=fEnemyFreq;
}
}
对于(int i=bulletslist.Count-1;i>=0;i--)
{
//更新项目符号
子弹=子弹列表[i];
更新(游戏时间,this.graphicsDevice,delta);
//尝试移除子弹…碰撞、击中或屏幕外。
if(bullets.Remove==true)
子弹列表。移除(子弹);
move=false;
}
}
公共作废取款(SpriteBatch批量)
{
玩家。抽签(批量);
foreach(敌人列表中的敌人)
{
敌人。抽签(批,我的敌人);
}
foreach(bulletslist中的子弹)
{
项目符号。绘制(批次,myBullet);
}
}
}
公敌
{
私有浮动nextShot=0;
私人浮动频率=2.0f;
向量2 VPO;
矢量2运动;
向量2层;
公共矢量2 BullettStartPosition;
公共房屋拆迁;
公共枪杀;
公敌(矢量2位置,矢量2移动,矢量2玩家)
{
this.vPos=Pos;
this.vMove=移动;
this.vPlayer=播放器;
这个.Remove=false;
这个.Shot=false;
}
public void更新(游戏时间游戏时间、图形管理员图形、矢量2播放器、浮动增量)
{
nextShot+=delta;
如果(下一次拍摄>=拍摄频率)
{
这个.Shot=true;
nextShot-=拍摄频率;
}
如果(!删除)
{
this.vMove=Vector2.Normalize(PlayerPos-this.vPos)*100f;
this.vPos+=this.vMove*delta;
Bulletstartposition=this.vPos;
if(this.vPos.X>graphics.PreferredBackBufferWidth+1)
{
这个.Remove=true;
}
否则如果(此.vPos.X<-20)
{
这个.Remove=true;
}
if(this.vPos.Y>graphics.PreferredBackBufferHeight+1)
{
这个.Remove=true;
}
否则如果(此.vPos.Y<-20)
{
这个.Remove=true;
}
}
}
公共空白绘制(SpriteBatch SpriteBatch,纹理2D myTexture)
{
如果(!删除)
{
spriteBatch.Draw(myTexture,this.vPos,Color.White);
}
}
}
公营子弹
{
向量2 VPO;
矢量2运动;
向量2层;
公共房屋拆迁;
公共子弹(矢量2位置,矢量2移动,矢量2播放器)
{
这个.Remove=false;
this.vPos=Pos;
this.vMove=移动;
this.vPlayer=播放器;
}
公共无效更新(游戏时间游戏时间,图形管理员图形,浮动增量)
{
如果(!删除)
{
this.vPos+=this.vMove*delta;
if(this.vPos.X>graphics.PreferredBackBufferWidth+1)
{
这个.Remove=true;
}
否则如果(此.vPos.X<-20)
{
这个.Remove=true;
}
if(this.vPos.Y>graphics.PreferredBackBufferHeight+1)
{
这个.Remove=true;
}
否则如果(此.vPos.Y<-20)
{
这个.Remove=true;
}
}
}
公共空白绘制(SpriteBatch SpriteBatch,纹理2D myTexture)
{
如果(!删除)
{
s
// Does the enemy shot?
if ((enemy.Shot == true) && (enemy.Bullet == null))
{
…
}