C# XNA - 如何使用 2 个矩形变量绘制动画纹理?
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【中文标题】C# XNA - 如何使用 2 个矩形变量绘制动画纹理?【英文标题】:C# XNA - How to draw animated texture with 2 Rectangle variables? 【发布时间】:2015-01-09 17:08:13 【问题描述】:我有一个问题需要解决。我正在用 C# XNA 制作 Space Invaders 游戏。我一直在关注入侵者的本教程:https://www.youtube.com/watch?list=LLhsF03QfDMDhbw02_8C6Smg&v=wIW4S75iZBI&feature=player_detailpage#t=397 但我也有自己的代码来为 Invader spritesheet 设置动画。最终这就是我要画的:
void Draw(SpriteBatch spriteBatch)
for (int r = 0; r < m_InvaderRows; r++)
for (int c = 0; c < m_InvaderCollumns; c++)
spriteBatch.Draw(m_BotInvaderTex, m_BotInvaderPos, m_BotInvaderHitBox, Color.White, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
// ???
spriteBatch.Draw(m_BotInvaderTex, m_BotInvadersRect[r, c], Color.White);
所以第一个Draw()
调用只绘制了一个动画精灵。第二个绘制 50 个非动画精灵。 m_BotInvadersRect[r, c]
是我用作多维数组的矩形。所以我正在寻找一种方法来结合两个 Draw
调用并在我的屏幕上绘制 50 个动画精灵。
如何使用下面的代码为入侵者设置动画?
我的代码:
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 botInvader
public botInvader()
public static Texture2D g_BotInvaderTex;
Rectangle m_BotInvaderHitBox;
public static Vector2 g_BotInvaderPos = new Vector2(0, 24);
Vector2 m_BotInvaderOrigin;
int m_BotInvaderCurrentFrame = 1;
int m_BotInvaderFrameWidth = 52;
int m_BotInvaderFrameHeight = 88;
float m_Timer = 0f;
float m_Interval = 100;
Rectangle[,] m_BotInvadersRect;
int m_InvaderRows = 5;
int m_InvaderCollumns = 10;
String m_BotInvadersDirection = "RIGHT";
public void Initialize()
public void LoadContent(ContentManager Content)
g_BotInvaderTex = Content.Load<Texture2D>(".\\gameGraphics\\gameSprites\\botInvaders\\normalInvaders\\spritesheet"); // invaderShip1
m_BotInvadersRect = new Rectangle[m_InvaderRows, m_InvaderCollumns];
for (int r = 0; r < m_InvaderRows; r++)
for (int c = 0; c < m_InvaderCollumns; c++)
m_BotInvadersRect[r, c].Width = g_BotInvaderTex.Width;
m_BotInvadersRect[r, c].Height = g_BotInvaderTex.Height;
m_BotInvadersRect[r, c].X = 70 * c;
m_BotInvadersRect[r, c].Y = 70 * r;
public void Update(GameTime gameTime)
m_BotInvaderHitBox = new Rectangle(m_BotInvaderCurrentFrame * m_BotInvaderFrameWidth, 0, m_BotInvaderFrameWidth, m_BotInvaderFrameHeight);
m_BotInvaderOrigin = new Vector2(m_BotInvaderHitBox.X / 2, m_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;
m_BotInvaderHitBox = new Rectangle(m_BotInvaderCurrentFrame * m_BotInvaderFrameWidth, 0, m_BotInvaderFrameWidth, m_BotInvaderFrameHeight);
m_BotInvaderOrigin = new Vector2(m_BotInvaderHitBox.Width / 2, m_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"))
m_BotInvadersRect[r, c].X = m_BotInvadersRect[r, c].X + 1;
if (m_BotInvadersDirection.Equals("LEFT"))
m_BotInvadersRect[r, c].X = m_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 (m_BotInvadersRect[r, c].X + m_BotInvadersRect[r, c].Width > m_RightSide)
m_BotInvadersDirection = "LEFT";
m_BotInvadersChangeDirection = "Y";
if (m_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++)
m_BotInvadersRect[r, c].Y = m_BotInvadersRect[r, c].Y + 3;
public void Draw(SpriteBatch spriteBatch)
for (int r = 0; r < m_InvaderRows; r++)
for (int c = 0; c < m_InvaderCollumns; c++)
spriteBatch.Draw(g_BotInvaderTex, g_BotInvaderPos, m_BotInvaderHitBox, Color.White, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
spriteBatch.Draw(g_BotInvaderTex, m_BotInvadersRect[r, c], Color.White);
【问题讨论】:
【参考方案1】:你必须像本教程一样创建一个调用来创建精灵 --> enter link description here。在这个类中你还得放动画
m_BotInvaderHitBox = new Rectangle(m_BotInvaderCurrentFrame * m_BotInvaderFrameWidth, 0, m_BotInvaderFrameWidth, m_BotInvaderFrameHeight);
m_BotInvaderOrigin = new Vector2(m_BotInvaderHitBox.X / 2, m_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;
m_BotInvaderHitBox = new Rectangle(m_BotInvaderCurrentFrame * m_BotInvaderFrameWidth, 0, m_BotInvaderFrameWidth, m_BotInvaderFrameHeight);
m_BotInvaderOrigin = new Vector2(m_BotInvaderHitBox.Width / 2, m_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"))
m_BotInvadersRect[r, c].X = m_BotInvadersRect[r, c].X + 1;
if (m_BotInvadersDirection.Equals("LEFT"))
m_BotInvadersRect[r, c].X = m_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 (m_BotInvadersRect[r, c].X + m_BotInvadersRect[r, c].Width > m_RightSide)
m_BotInvadersDirection = "LEFT";
m_BotInvadersChangeDirection = "Y";
if (m_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++)
m_BotInvadersRect[r, c].Y = m_BotInvadersRect[r, c].Y + 3;
最后,您必须按照教程创建此对象的列表,并在 draw 方法中绘制列表中的每个项目。
【讨论】:
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