播放器移动的具体而简单的代码无法按预期工作(XNA)
Specific yet simple code for player movement not working as intended (XNA)
问题:有时,当我的战斗机 运行 朝一个方向飞行时(因为我按住方向按钮,如 A、D、左或右),并且我迅速松开那个方向的按钮并按下相反方向的按钮,战斗机继续向第一个提到的方向运行。这不会一直发生,它是“随机”。另外,这与jumping/falling无关,因为战斗机在空中与否并不重要。
我有 4 个 classes,其中战斗机的移动在更新方法中得到控制:
输入class,只是一些函数
public static void UpdateNew(GameTime gt)
{
// fires before any other update is called (before player/level/fighter update...)
frameTime = (float)gt.ElapsedGameTime.TotalSeconds;
ksNew = Keyboard.GetState();
msNew = Mouse.GetState();
}
public static void UpdateOld()
{
// fires after every other update is called (after player/level/fighter update...)
ksOld = ksNew;
msOld = msNew;
scrollValue = msOld.ScrollWheelValue;
}
public static bool Down(Keys k)
{ return ksNew.IsKeyDown(k); }
玩家 class:
Fighter fighter; //set in constructor, it's not null
public void Update()
{
fighter.RunDirection = Input.Down(rightK).ToInt() - Input.Down(leftK).ToInt();
fighter.Jump = Input.Down(jumpK);
fighter.Punch = Input.Clicked(punchK);
}
// where .ToInt() converts bool to 1 if it's true, and to 0 if it's not true
战士class
public int RunDirection
{ set { runMultiplier = MathHelper.Clamp(value, -1, 1); } }
public override void Update (float elTime, List<Entity> entities)
{
// region: checks for jump, works fine
AddForce(
// X - Horizontal Force
((Math.Abs(Force.X) < runSpeed) ? runMultiplier * runSpeed * 5 * elTime : 0) // movement controls
+ ((runMultiplier == 0) ? -Force.X.Sign() * runSpeed * 5 * elTime : 0) // traction when not moving
,
// Y - Vertical Force
((!canJump) ? 900 * elTime : 0) // gravity
- jumpDecreasingSpeed * elTime // jump
);
// region: Check collision and puts force.X or force.Y to 0 when it's colliding with other
// entities and put's player next to that entity
//set bool that stores last direction of looking (left/right)
if (runMultiplier != 0) lookingRight = runMultiplier > 0;
//checks if animation should be changed (idle, running, jumping or falling)
CheckAnimation();
//update currently playing animation
currentAnim.Update(elTime);
//stop fighters horisontal movement if it's small enough
if (Math.Abs(Force.X) < 1) AddForce(-Force.X, 0);
// after all calculations, move fighter by the force that is currently imacting him.
Position += Force * elTime;
}
等级class
public void Update (float elTime)
{
// PLAYERS
p1.Update(); // updates only controls, as mentioned above, not the fighter itself.
p2.Update();
// update ENTITIES, player's fighters, and walls (their update method is empty)
// player's fighters are added to maps "entities" list.
for (int i = 0; i < map.entities.Count; i++)
map.entities[i].Update(elTime, map.entities.Where(q => q != map.entities[i]).ToList());
}
每一帧的简要更新顺序
游戏主要更新
---Input.UpdateNew
---Level.Update
------Player.Update
------Fighter.Update
----------检查玩家是否想让你移动,并增加力量(速度)
----------检查碰撞,如果碰撞则设置力为0移动
--------所有计算完成后,对当前位置加力
---Input.UpdateOld
问题:为什么会这样?为什么这么“随机”?我知道这是有原因的,但我不能指手画脚。
导致它的一种可能情况是 Math.Abs(Force.X) >= runSpeed
然后你添加 0 力。
如果Force.X >= runSpeed 那么0
runMultiplier == 0(由于立即切换而为 false)然后 0
加力(0+0)
// X - Horizontal Force
((Math.Abs(Force.X) < runSpeed) ? runMultiplier * runSpeed * 5 * elTime : 0) // movement controls
+ ((runMultiplier == 0) ? -Force.X.Sign() * runSpeed * 5 * elTime : 0) // traction when not moving
那么这将永远不会被执行,因为 Math.Abs(Force.X) >= 1
(我假设 runspeed >= 1)。
//stop fighters horisontal movement if it's small enough
if (Math.Abs(Force.X) < 1) AddForce(-Force.X, 0);
这可能是为什么在一个方向立即被另一个方向替换的 1 帧缓冲区中切换键可以使您的力为 0 的一个可能原因;这将导致战斗机继续朝之前的方向前进。
问题:有时,当我的战斗机 运行 朝一个方向飞行时(因为我按住方向按钮,如 A、D、左或右),并且我迅速松开那个方向的按钮并按下相反方向的按钮,战斗机继续向第一个提到的方向运行。这不会一直发生,它是“随机”。另外,这与jumping/falling无关,因为战斗机在空中与否并不重要。
我有 4 个 classes,其中战斗机的移动在更新方法中得到控制:
输入class,只是一些函数
public static void UpdateNew(GameTime gt)
{
// fires before any other update is called (before player/level/fighter update...)
frameTime = (float)gt.ElapsedGameTime.TotalSeconds;
ksNew = Keyboard.GetState();
msNew = Mouse.GetState();
}
public static void UpdateOld()
{
// fires after every other update is called (after player/level/fighter update...)
ksOld = ksNew;
msOld = msNew;
scrollValue = msOld.ScrollWheelValue;
}
public static bool Down(Keys k)
{ return ksNew.IsKeyDown(k); }
玩家 class:
Fighter fighter; //set in constructor, it's not null
public void Update()
{
fighter.RunDirection = Input.Down(rightK).ToInt() - Input.Down(leftK).ToInt();
fighter.Jump = Input.Down(jumpK);
fighter.Punch = Input.Clicked(punchK);
}
// where .ToInt() converts bool to 1 if it's true, and to 0 if it's not true
战士class
public int RunDirection
{ set { runMultiplier = MathHelper.Clamp(value, -1, 1); } }
public override void Update (float elTime, List<Entity> entities)
{
// region: checks for jump, works fine
AddForce(
// X - Horizontal Force
((Math.Abs(Force.X) < runSpeed) ? runMultiplier * runSpeed * 5 * elTime : 0) // movement controls
+ ((runMultiplier == 0) ? -Force.X.Sign() * runSpeed * 5 * elTime : 0) // traction when not moving
,
// Y - Vertical Force
((!canJump) ? 900 * elTime : 0) // gravity
- jumpDecreasingSpeed * elTime // jump
);
// region: Check collision and puts force.X or force.Y to 0 when it's colliding with other
// entities and put's player next to that entity
//set bool that stores last direction of looking (left/right)
if (runMultiplier != 0) lookingRight = runMultiplier > 0;
//checks if animation should be changed (idle, running, jumping or falling)
CheckAnimation();
//update currently playing animation
currentAnim.Update(elTime);
//stop fighters horisontal movement if it's small enough
if (Math.Abs(Force.X) < 1) AddForce(-Force.X, 0);
// after all calculations, move fighter by the force that is currently imacting him.
Position += Force * elTime;
}
等级class
public void Update (float elTime)
{
// PLAYERS
p1.Update(); // updates only controls, as mentioned above, not the fighter itself.
p2.Update();
// update ENTITIES, player's fighters, and walls (their update method is empty)
// player's fighters are added to maps "entities" list.
for (int i = 0; i < map.entities.Count; i++)
map.entities[i].Update(elTime, map.entities.Where(q => q != map.entities[i]).ToList());
}
每一帧的简要更新顺序
游戏主要更新
---Input.UpdateNew
---Level.Update
------Player.Update
------Fighter.Update
----------检查玩家是否想让你移动,并增加力量(速度)
----------检查碰撞,如果碰撞则设置力为0移动
--------所有计算完成后,对当前位置加力
---Input.UpdateOld
问题:为什么会这样?为什么这么“随机”?我知道这是有原因的,但我不能指手画脚。
导致它的一种可能情况是 Math.Abs(Force.X) >= runSpeed
然后你添加 0 力。
如果Force.X >= runSpeed 那么0
runMultiplier == 0(由于立即切换而为 false)然后 0
加力(0+0)
// X - Horizontal Force
((Math.Abs(Force.X) < runSpeed) ? runMultiplier * runSpeed * 5 * elTime : 0) // movement controls
+ ((runMultiplier == 0) ? -Force.X.Sign() * runSpeed * 5 * elTime : 0) // traction when not moving
那么这将永远不会被执行,因为 Math.Abs(Force.X) >= 1
(我假设 runspeed >= 1)。
//stop fighters horisontal movement if it's small enough
if (Math.Abs(Force.X) < 1) AddForce(-Force.X, 0);
这可能是为什么在一个方向立即被另一个方向替换的 1 帧缓冲区中切换键可以使您的力为 0 的一个可能原因;这将导致战斗机继续朝之前的方向前进。