私は3つのクラスを持っています:-Game1(メインクラス)-エンティティ(ベースエンティティクラス)-プレーヤー(プレーヤークラス、エンティティクラスを拡張します)
プレーヤークラスを描画しましたが、その後、プレーヤーオブジェクトの位置を変更できないようです。
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//Create a list with all the entities
List<Entity> entityList = new List<Entity>();
//Player
Player player;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
//Create player
Texture2D playertexture = Content.Load<Texture2D>("player/player");
Rectangle playerrectangle = new Rectangle(10, 10, playertexture.Width, playertexture.Height);
player = new Player(playertexture, playerrectangle);
entityList.Add(player);
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
//Update players and entities
player.Update(graphics.GraphicsDevice);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
//Draw player
player.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
class Entity
{
//Standard variables
int health;
int armor;
float speed;
float friction;
//Get graphic and bounding box
Texture2D texture;
Rectangle rectangle;
public Entity(Texture2D newTexture, Rectangle newRectangle){
texture = newTexture;
rectangle = newRectangle;
}
public void Update(GraphicsDevice graphics) {
}
public void Draw(SpriteBatch spriteBatch) {
}
/*
* Modifiers for the variables
*/
public void modifyHealth(int amount) { health = health + amount; }
public void modifyArmor(int amount){ armor = armor + amount; }
public void modifySpeed(float amount) { speed = speed + amount; }
/*
* Getters for variables
*/
public int getHealth() { return health; }
public int getArmor() { return armor; }
public float getSpeed() { return speed; }
public float getFriction() { return friction; }
/*
* Setters for variables
*/
public void setHealth(int amount) { health = amount; }
public void setArmor(int amount) { armor = amount; }
public void setSpeed(float amount) { speed = amount; }
public void setFriction(float amount) { friction = amount; }
/*
* Functions
*/
public void damage(int damage) {
/*
* Calculate health
*
* Armor takes half the damage, if possible
*/
if (damage / 2 >= armor) {
damage = damage / 2;
armor -= damage;
} else if (armor > 0) {
damage -= armor;
armor = 0;
}
health -= damage;
if(health <= 0){
health = 0;
//TODO Death
}
}
}
class Player : Entity
{
//Create player
Entity player;
//Position and velocity
Vector2 position;
Vector2 velocity;
//Texture and rectangle
Texture2D texture;
Rectangle rectangle;
public Player(Texture2D newtexture, Rectangle newrectangle) : base(newtexture, newrectangle) {
texture = newtexture;
rectangle = newrectangle;
//Set basic variables
this.setHealth(100);
this.setArmor(0);
this.setSpeed(10);
this.setFriction(1);
}
public void Update() {
//Movement
if(Keyboard.GetState().IsKeyDown(Keys.Right)){
rectangle.X += 1;
}
rectangle.Y += 4;
}
public void Draw(SpriteBatch spriteBatch) {
spriteBatch.Draw(texture, rectangle, Color.White);
}
}
私が犯す一般的な間違いもある場合は、それらを指摘してください。私はまだ学んでいるので、できる限りすべてを良くしたいと思っています。前もって感謝します!