C# 雪碧的鳞片变得可怕
我在XNA做了一段时间的太空入侵者游戏。我给入侵者设置了动画,并将其控制在一个阵列中。但是当我调用spriteBatch.Draw和debug时,入侵者精灵得到了巨大的放大!这是我的密码:C# 雪碧的鳞片变得可怕,c#,xna,scale,C#,Xna,Scale,我在XNA做了一段时间的太空入侵者游戏。我给入侵者设置了动画,并将其控制在一个阵列中。但是当我调用spriteBatch.Draw和debug时,入侵者精灵得到了巨大的放大!这是我的密码: using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.S
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Storage;
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 Microsoft.Xna.Framework.Net;
namespace SpaceInvaders
{
class botInvaders
{
public botInvaders()
{
}
public static Texture2D g_BotInvaderTex;
public static Rectangle g_BotInvaderHitBox;
public static Vector2 g_BotInvaderPos = new Vector2(0, 24);
public static Vector2 g_BotInvaderOrigin;
int m_BotInvaderCurrentFrame = 1;
int m_BotInvaderFrameWidth = 52;
int m_BotInvaderFrameHeight = 88;
float m_Timer = 0f;
float m_Interval = 100;
public static Rectangle[,] g_BotInvadersRect;
int m_InvaderRows = 5;
int m_InvaderCollumns = 10;
String m_BotInvadersDirection = "RIGHT";
public static Color InvadersColor = Color.White;
public void Initialize()
{
}
public void LoadContent(ContentManager Content)
{
g_BotInvaderTex = Content.Load<Texture2D>(".\\gameGraphics\\gameSprites\\botInvaders\\normalInvaders\\invaderShip1"); // invaderShip1
g_BotInvadersRect = new Rectangle[m_InvaderRows, m_InvaderCollumns];
for (int r = 0; r < m_InvaderRows; r++)
{
for (int c = 0; c < m_InvaderCollumns; c++)
{
g_BotInvadersRect[r, c].Width = g_BotInvaderTex.Width;
g_BotInvadersRect[r, c].Height = g_BotInvaderTex.Height;
g_BotInvadersRect[r, c].X = 70 * c;
g_BotInvadersRect[r, c].Y = 70 * r;
}
}
}
public void Update(GameTime gameTime)
{
g_BotInvaderHitBox = new Rectangle(m_BotInvaderCurrentFrame * m_BotInvaderFrameWidth, 0, m_BotInvaderFrameWidth, m_BotInvaderFrameHeight);
g_BotInvaderOrigin = new Vector2(g_BotInvaderHitBox.X / 2, g_BotInvaderHitBox.Y / 2);
m_Timer += (float)gameTime.ElapsedGameTime.Milliseconds;
if (m_Timer > m_Interval)
{
m_BotInvaderCurrentFrame++;
m_Timer = 0f;
}
if (m_BotInvaderCurrentFrame == 2)
{
m_BotInvaderCurrentFrame = 0;
}
g_BotInvaderHitBox = new Rectangle(m_BotInvaderCurrentFrame * m_BotInvaderFrameWidth, 0, m_BotInvaderFrameWidth, m_BotInvaderFrameHeight);
g_BotInvaderOrigin = new Vector2(g_BotInvaderHitBox.Width / 2, g_BotInvaderHitBox.Height / 2);
int m_RightSide = 800;
int m_LeftSide = 0;
for (int r = 0; r < m_InvaderRows; r++)
{
for (int c = 0; c < m_InvaderCollumns; c++)
{
if (m_BotInvadersDirection.Equals("RIGHT"))
{
g_BotInvadersRect[r, c].X = g_BotInvadersRect[r, c].X + 1;
}
if (m_BotInvadersDirection.Equals("LEFT"))
{
g_BotInvadersRect[r, c].X = g_BotInvadersRect[r, c].X - 1;
}
}
}
String m_BotInvadersChangeDirection = "N";
for (int r = 0; r < m_InvaderRows; r++)
{
for (int c = 0; c < m_InvaderCollumns; c++)
{
if (g_BotInvadersRect[r, c].X + g_BotInvadersRect[r, c].Width > m_RightSide)
{
m_BotInvadersDirection = "LEFT";
m_BotInvadersChangeDirection = "Y";
}
if (g_BotInvadersRect[r, c].X < m_LeftSide)
{
m_BotInvadersDirection = "RIGHT";
m_BotInvadersChangeDirection = "Y";
}
}
if (m_BotInvadersChangeDirection.Equals("Y"))
{
for (int c = 0; c < m_InvaderCollumns; c++)
{
g_BotInvadersRect[r, c].Y = g_BotInvadersRect[r, c].Y + 3;
}
}
}
}
public void Draw(Texture2D texture, Rectangle[,] destinationRect, Nullable<Rectangle> sourceRect, Color color, SpriteBatch spriteBatch)
{
for (int r = 0; r < m_InvaderRows; r++)
{
for (int c = 0; c < m_InvaderCollumns; c++)
{
spriteBatch.Draw(g_BotInvaderTex, g_BotInvadersRect[r, c], g_BotInvaderHitBox, Color.White);
}
}
}
}
}
我不认为精灵应该按比例放大,毕竟我给了scale参数1.0f???通过1,而不是0!比例是一个乘数,但我还是得到了同样的结果。还有其他建议吗?@Cameron看起来它永远不会改变我赋予它的任何价值。有什么问题吗?我已经编辑了你的标题。请看,如果一致意见是否定的,他们就不应该这样做。请查看其中一些链接以获取示例| |||
botInvader.Draw(botInvaders.g_BotInvaderTex, botInvaders.g_BotInvaderPos, botInvaders.g_BotInvadersRect, botInvaders.g_BotInvaderHitBox, Color.White, 0f, botInvaders.g_BotInvaderOrigin, SpriteEffects.None, 1.0f, spriteBatch);