【问题标题】:Monogame - Pong game - restricting the mouse areaMonogame - Pong 游戏 - 限制鼠标区域
【发布时间】:2016-07-26 04:22:58
【问题描述】:

我正在尝试制作一个简单的乒乓球游戏,但我遇到了两个问题,但似乎无法解决。

对于乒乓球比赛,我希望玩家的球拍保持在 Y 的一半或更低的范围内,这意味着他可以在“间距”的一半内移动球拍。

我已经设法让桨停在中间,但是在击中中间后它就消失了。有没有可能在Y轴的一半以内不消失?

另一个问题是玩家的桨和区域似乎在上半部,而不是下半部。

Game1.cs

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.IO;

namespace Xong
{
    /// <summary>
    /// This is the main type for your game.
    /// </summary>
    public class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D redPaddle, bluePaddle, ball, blueBall, greyBall, bg1, bg2, bg3, bg4, elementBlue, elementRed;

        int BluePaddleX = 104;
        int BluePaddleY = 22;

        int RedPaddleX = 104;
        int RedPaddleY = 22;

        int BallX = 22;
        int BallY = 22;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            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

            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(graphics.GraphicsDevice);

            redPaddle = Content.Load<Texture2D>("paddleRed.png");

            bluePaddle = Content.Load<Texture2D>("paddleBlu.png");

            blueBall = Content.Load<Texture2D>("ballBlue.png");

            greyBall = Content.Load<Texture2D>("ballGrey.png");

            elementBlue = Content.Load<Texture2D>("element_blue_square_glossy.png");

            elementRed = Content.Load<Texture2D>("element_red_square_glossy.png");


            bg1 = Content.Load<Texture2D>("set1_background.png");

            bg2 = Content.Load<Texture2D>("set2_background.png");

            bg3 = Content.Load<Texture2D>("set3_background.png");

            bg4 = Content.Load<Texture2D>("set4_background.png");




            // 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

            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();

            MouseState mouseState = Mouse.GetState();


            int ScreenX = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            int ScreenY = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;

            int PlayerBoundaryX = (ScreenX / 2) - (BluePaddleX / 2);
            int PlayerBoundaryY = (ScreenY / 2) - (BluePaddleY / 2);

            spriteBatch.Draw(bg1, new Rectangle(0, 0, ScreenX, ScreenY), Color.White);
            spriteBatch.Draw(redPaddle, new Vector2(ScreenX, ScreenY), Color.White);

            if ((mouseState.Y < (PlayerBoundaryY / 2)) && (mouseState.Y > 0))
            {
                spriteBatch.Draw(bluePaddle, new Vector2(mouseState.X, mouseState.Y), Color.White);
            }
            else
            {
                spriteBatch.Draw(bluePaddle, new Vector2(mouseState.X, PlayerBoundaryY), Color.White);
            }



            spriteBatch.Draw(greyBall, new Vector2(405, 240), Color.White);
            spriteBatch.End();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }





    }
}

【问题讨论】:

  • 我没有看到你的鼠标代码,但是你需要监控鼠标的移动。如果他们将其移出您要限制的范围,请强制将其移至边界范围。例如,如果您希望最大值为 100 并且它们移动到 200,请将鼠标位置限制为 100。
  • @Frecklefoot 鼠标代码是这样的: if ((mouseState.Y 0)) { spriteBatch.Draw(bluePaddle, new Vector2(mouseState .X, mouseState.Y), Color.White); } else { spriteBatch.Draw(bluePaddle, new Vector2(mouseState.X, PlayerBoundaryY), Color.White); }
  • 为什么要检查 PlayerBoundaryY 除以 2?你提到桨出现在上半部分,而不是下半部分。这可能与它有关。
  • 逻辑是取屏幕总大小,除以二,去掉paddle高度的一半,这样正好取中间。

标签: mouse monogame axes pong


【解决方案1】:

您可能需要使用 Mouse.SetPosition 方法将光标推回所需的矩形。

我还建议在通用鼠标类之上实现您自己的“虚拟 FPS 样式鼠标”(每个刻度,您都会获得相对鼠标坐标并将真实鼠标光标推回窗口中心)。如果您对光标有一些移动限制,这通常是一个不错的选择。

【讨论】:

  • 另外我猜你创建 Pong 作为个人练习,所以实现你自己的虚拟鼠标是一个很好的补充 =) 顺便说一句,我和你一样遇到了这个问题:我正在创建 Pong并且需要限制鼠标移动。
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