Я новичок в моногам и c #
Я обновлял спрайт X для движения, однако он не плавный, поэтому я попытался использовать дельта-игровое время, однако это не выглядит немного лучше, я, без сомнения, делаю ошибку новичка, но не могу найти ее, любая помощь будет Буду очень признателен, спасибо
Мое обновление выглядит следующим образом
var delta = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
if (Keyboard.GetState().IsKeyDown(Keys.Left))
{
vecPlayerPostion.X -= 1 * delta;
}
else if (Keyboard.GetState().IsKeyDown(Keys.Right))
{
vecPlayerPostion.X += 1 * delta;
}
и ничья
spriteBatch.Draw(texPlayerTexture, vecPlayerPostion, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);
и при необходимости весь мой код выглядит следующим образом
Game1.cs
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace SpaceShip
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
PlayerShip PlayerShipUser1;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 1920; // set this value to the desired width of your window
graphics.PreferredBackBufferHeight = 1080; // set this value to the desired height of your window
graphics.IsFullScreen = true;
graphics.ApplyChanges();
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
PlayerShipUser1 = new PlayerShip();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
PlayerShipUser1.texPlayerTexture = Content.Load<Texture2D>("player");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
PlayerShipUser1.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
PlayerShipUser1.Draw(spriteBatch);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
playershipclass.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Audio;
namespace SpaceShip
{
class PlayerShip
{
public Texture2D texPlayerTexture;
private Vector2 vecPlayerPostion;
public PlayerShip()
{
vecPlayerPostion.X = 800;
vecPlayerPostion.Y = 900;
}
public void Update(GameTime gameTime)
{
var delta = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
if (Keyboard.GetState().IsKeyDown(Keys.Left))
{
vecPlayerPostion.X -= 1 * delta;
}
else if (Keyboard.GetState().IsKeyDown(Keys.Right))
{
vecPlayerPostion.X += 1 * delta;
}
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texPlayerTexture, vecPlayerPostion, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);
}
}
}