动作非常快

Movement very fast

我有一个 monogame 项目,我想根据键盘输入移动玩家。但是我的代码只是让移动超快。

我尝试了不同的速度限制,并检查了如果使用不同的 GameTime 属性是否可行。

我的代码哪里有问题?

public class Map {

    private Map() {
        Position = new Vector2(0, 0);
    }

    public string Data { get; set; }

    public string[][] MapData { get; set; }

    public ContentManager Content { get; set; }

    public SpriteBatch SpriteBatch { get; set; }

    public Vector2 Position { get; set; }

    private Vector2 ArrayPosition;

    private readonly int Speed_X = 40;
    private readonly int Speed_Y = 32;

    public static Map Parse(string path) {
        var map = new Map();
        var stream = TitleContainer.OpenStream(Path.Combine("Content", path));
        using (var sr = new StreamReader(stream)) {
            map.Data = sr.ReadToEnd();
        }
        var lines = map.Data.Split(new string[1] { Environment.NewLine }, StringSplitOptions.None);
        var mapHeight = lines.Count();
        map.MapData = new string[mapHeight][];
        for (int i = 0; i < lines.Count(); i++) {
            var elements = lines[i].Split(';');
            map.MapData[i] = elements;
        }
        return map;
    }

    public void DrawMap(SpriteBatch spriteBatch, ContentManager content, GameTime gametime) {
        this.SpriteBatch = spriteBatch;
        this.Content = content;
        for (int y = 0; y < MapData.Count(); y++) {
            var current = MapData[y];
            for (int x = 0; x < current.Count(); x++) {
                switch (current[x]) {
                    case "e":
                        drawEnemy(x, y);
                        break;

                    case "P":
                    case ".":
                        drawTile(x, y);
                        break;

                    case "w":
                        drawWall(x, y);
                        break;
                }
            }
        }
        drawPlayer();
    }

    public void Move(Direction pdirection, GameTime gametime) {
        var direction = Vector2.Zero;
        var speed = Vector2.Zero;
        var y = Math.Floor(this.ArrayPosition.Y);
        var x = Math.Floor(this.ArrayPosition.X);
        switch (pdirection) {
            case Direction.Up:
                if (y > 0 && y < 16) {
                    direction = new Vector2(0, -1);
                    speed.Y = Speed_Y;
                }
                break;

            case Direction.Down:
                if (y < 16 && y >= 0) {
                    direction = new Vector2(0, 1);
                    speed.Y = Speed_Y;
                }
                break;

            case Direction.Left:
                if (x > 0 && x < 16) {
                    direction = new Vector2(-1, 0);
                    speed.X = Speed_X;
                }
                break;

            case Direction.Right:
                if (x < 16 && x >= 0) {
                    direction = new Vector2(1, 0);
                    speed.X = Speed_X;
                }
                break;
        }
        ArrayPosition = (this.Position + (direction * speed)) / new Vector2(Speed_X, Speed_Y);
        var newPosition = this.Position + (direction * speed * gametime.ElapsedGameTime.Milliseconds);
        if (this.MapData[(int)Math.Floor(ArrayPosition.Y)][(int)Math.Floor(ArrayPosition.X)] != "w") {
            this.Position = newPosition;
        }
    }

    private void drawPlayer() {
        var x = Position.X;
        var y = Position.Y;
        drawTile((int)x, (int)y);
        var texture = Content.Load<Texture2D>("Sprites/player");
        this.SpriteBatch.Draw(texture, new Vector2(x, y), Color.White);
    }

    private void drawEnemy(int x, int y) {
        drawTile(x, y);
        drawTexture(Content.Load<Texture2D>("Sprites/enemy"), x, y);
    }

    private void drawTile(int x, int y) {
        drawTexture(Content.Load<Texture2D>("Tiles/grass"), x, y);
    }

    private void drawWall(int x, int y) {
        drawTexture(Content.Load<Texture2D>("Tiles/wall"), x, y);
    }

    private void drawTexture(Texture2D texture, int x, int y) {
        var rectangle = new Rectangle(x * 40, y * 32, 40, 32);
        this.SpriteBatch.Draw(texture, rectangle, Color.White);
    }
}

在函数 Move:

中使用类似的东西
float deltatime=0;
 public void Move(Direction pdirection, GameTime gametime) {
  deltaTime= (float)gameTime.ElapsedGameTime.TotalSeconds;
  //calculate your object position using deltatime

 }

您应该使用 TotalSeconds 属性 而不是 GameTime.ElapsedGameTime 中的 Milliseconds。后者是一个 int,它对小数计算没有用,而前者是一个 double,它是。由于它是 int 这也解释了为什么你的移动非常快。

在您的 Move() 方法中更改此行:

var newPosition = this.Position + 
                  (direction * speed * 
                   gametime.ElapsedGameTime.Milliseconds);

...至:

var newPosition = this.Position + 
                  (direction * speed * 
                   gametime.ElapsedGameTime.TotalSeconds);

然而与其他发帖人所说的相反,没有必要执行 deltatime=0; 因为 ElapsedGameTime 定义为:

The amount of elapsed game time since the last update - MSDN

你不想重置时间间隔,因为它们只会导致动画,不是,特别是光滑.

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