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私のプレーヤーが角度を使用して左右に撃つことができる必要がある 2D シューティング ゲームを座って作成します。私が抱えている問題は、これを機能させる方法が見つからないことです。

では、弾丸を特定の角度で発射する角度を計算するにはどうすればよいでしょうか。

プレイヤークラスの私のコード

class Player
{
    //Player 
    public Rectangle playercollisionbox;
    public Texture2D Playertexture;
    public Vector2 Position = new Vector2(470, 850);



    //Bullet
    public Texture2D bulletTexture;
    //How fast you shoot
    public float bulletDelay = 1;
    public List<Bullet> bulletList;

    //Angle bullet
    public float spriterotation = 0;
    public float speed = 1;
    public Vector2 bulletposition;


    //Health
    public int Health;
    public Vector2 healthbarposition = new Vector2(20, 40);
    public Texture2D healthbartexture;
    public Rectangle healthrectangle;


    //Contructor
    public Player()
    {
        bulletList = new List<Bullet>();
        Health = 200;
    }

    public void LoadContent(ContentManager Content)
    {

        bulletTexture = Content.Load<Texture2D>(@"images/projectile2");
        healthbartexture = Content.Load<Texture2D>(@"images/HealthBar");




    }

    public void Update(GameTime gameTime)
    {


        KeyboardState keyboardState = Keyboard.GetState();

        playercollisionbox = new Rectangle((int)Position.X, (int)Position.Y, Playertexture.Width, Playertexture.Height); 
        //Player movement
        if (keyboardState.IsKeyDown(Keys.Up))
        {
            Position.Y -= 7;
        }

        if (keyboardState.IsKeyDown(Keys.Left))
        {
            Position.X -= 7;
        }
        if (keyboardState.IsKeyDown(Keys.Down))
        {
            Position.Y += 7;
        }
        if (keyboardState.IsKeyDown(Keys.Right))
        {
            Position.X += 7;
        }
        //Player movement

        healthrectangle = new Rectangle((int)healthbarposition.X, (int)healthbarposition.Y, Health, 25);

        //Off-screen block
        if (Position.X < 0)
        {
            Position.X = 0;
        }
        if (Position.Y < 0)
        {
            Position.Y = 0;
        }
        if (Position.X > 943)
        {
            Position.X = 943;
        }
        if (Position.Y > 904)
        {
            Position.Y = 904;
        }

        //Bullet
        if (keyboardState.IsKeyDown(Keys.Space))
        {
            Shoot();
        }
        UpdateBullet();

    }

    public virtual void Draw(SpriteBatch spriteBatch)
    {

        spriteBatch.Draw(Playertexture, Position, Color.White);
        foreach (Bullet b in bulletList)
        {
            b.Draw(spriteBatch);
        }
        spriteBatch.Draw(healthbartexture, healthrectangle, Color.White);
    }
    //Shooting method 
    public void Shoot()
    {
        if (bulletDelay >= 0)
        {
            bulletDelay--;
        }
        if (bulletDelay <= 0)
        {
            //First Bullet
            Bullet newBullet = new Bullet(bulletTexture);
            newBullet.position = new Vector2(Position.X + 40 - newBullet.texture.Width / 2, Position.Y - 40);
            newBullet.isVisible = true;
            //Second Bullet





            if (bulletDelay == 0)
            {
                bulletDelay = 20;
            }

            if (bulletList.Count() < 20)
            {
                bulletList.Add(newBullet); 
            }


        }
    }
    //Updating bullet after shooting
    public void UpdateBullet()
    {
        //speed on nullet
        foreach (Bullet b in bulletList)
        {

            b.position.Y = b.position.Y - b.speed;
            b.bulletcollisionbox = new Rectangle((int)b.position.X, (int)b.position.Y, b.texture.Width, b.texture.Height);

            //outside screen removes it
            if (b.position.Y <= 0)
            {
                b.isVisible = false;
            }
        }

        for (int i = 0; i < bulletList.Count; i++)
          {
              if (!bulletList[i].isVisible)
              {
                  bulletList.RemoveAt(i);
                  i--;
              }
          }

    }

 }

私の弾丸クラス

 public class Bullet
{
    public Texture2D texture;
    public Vector2 origin;

    public Vector2 position;
    public bool isVisible;
    public float speed;
    public Rectangle bulletcollisionbox;




    public Bullet(Texture2D newTexture)
    {
        speed = 10;
        texture = newTexture;
        isVisible = false;
    }

    public void Draw(SpriteBatch spriteBatch)
    {

        spriteBatch.Draw(texture, position, Color.White);
    }
}
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