monogame精灵运动不顺利使用delta

问题描述 投票:0回答:1

我是monogame和c#的新手

我正在更新一个用于运动的精灵X,但是它不顺畅,所以我尝试使用delta游戏时间,但它似乎没有任何更好,我毫无疑问地做了一个noob错误但是不能suss它,任何帮助都会非常多谢谢,谢谢

我的更新如下

var delta = (float)gameTime.ElapsedGameTime.TotalMilliseconds;


            if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                vecPlayerPostion.X -= 1  * delta;
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Right)) 
            {
                vecPlayerPostion.X += 1 * delta;
            }

画画是

spriteBatch.Draw(texPlayerTexture, vecPlayerPostion, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);

如果需要,我的整个代码如下

game1.cs

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

namespace SpaceShip
{
    /// <summary>
    /// This is the main type for your game.
    /// </summary>
    public class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        PlayerShip PlayerShipUser1;


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

            graphics.PreferredBackBufferWidth = 1920;  // set this value to the desired width of your window
            graphics.PreferredBackBufferHeight = 1080;   // set this value to the desired height of your window
            graphics.IsFullScreen = true;
            graphics.ApplyChanges();

            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


            PlayerShipUser1 = new PlayerShip();
            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(GraphicsDevice);

            PlayerShipUser1.texPlayerTexture = Content.Load<Texture2D>("player");

            // 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
            PlayerShipUser1.Update(gameTime);

            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();

            PlayerShipUser1.Draw(spriteBatch);

            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}

playershipclass.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Audio;
namespace SpaceShip
{
    class PlayerShip
    {
        public Texture2D texPlayerTexture;

        private Vector2 vecPlayerPostion;

        public PlayerShip()
        {
            vecPlayerPostion.X = 800;
            vecPlayerPostion.Y = 900;

        }

        public void Update(GameTime gameTime)
        {

            var delta = (float)gameTime.ElapsedGameTime.TotalMilliseconds;


            if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                vecPlayerPostion.X -= 1  * delta;
            }
            else if (Keyboard.GetState().IsKeyDown(Keys.Right)) 
            {
                vecPlayerPostion.X += 1 * delta;
            }

        }


        public void Draw(SpriteBatch spriteBatch)
        {

            spriteBatch.Draw(texPlayerTexture, vecPlayerPostion, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);


        }


    }
}
c# monogame
1个回答
2
投票

您的代码唯一的问题是移动速度太快。在60 fps时,gameTime.ElapsedGameTime.TotalMilliseconds为16.这导致每步跳跃16像素(或每秒1000像素),这打破了视觉连续性。

我通常将对象的速度限制为每步4-8像素。要实现此更改,请从1to 0.25f0.5f更改delta乘数。

// Set speed to 4 pixels per step
vecPlayerPostion.X -= 0.25f  * delta;

如果您需要保持相同(快速)的速度,您可以在同一步骤中绘制中间帧,减少alpha。此技术会导致运动模糊,但会减少跳跃的外观。

更新playershipclass.cs如下:

  public Texture2D texPlayerTexture;

  private Vector2 vecPlayerPostion;

  // Store the previous position
  private Vector2 vecPlayerLastPostion;

  public PlayerShip()
  // ...

  public void Update(GameTime gameTime)
  {
     // Store the value
     vecPlayerLastPostion = vecPlayerPostion;

     var delta = (float)gameTime.ElapsedGameTime.TotalMilliseconds;

// ...

  public void Draw(SpriteBatch spriteBatch)
  {
     // Draw the texture halfway between the previous position and current at .4f alpha
     spriteBatch.Draw(texPlayerTexture, (vecPlayerPostion + vecPlayerLastPostion) / 2, null, new Color (1,1,1,0.4f), 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);

     spriteBatch.Draw(texPlayerTexture, vecPlayerPostion, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);

  }


第三种解决方案是不限制帧速率:

在game1的构造函数中:

// ...
 public Game1()
 {
    graphics = new GraphicsDeviceManager(this);
    graphics.PreferredBackBufferWidth = 1920;  // set this value to the desired width of your window
    graphics.PreferredBackBufferHeight = 1080;   // set this value to the desired height of your window
    graphics.IsFullScreen = true;
    graphics.ApplyChanges();

    // Remove 60 fps target
    IsFixedTimeStep = false;

    // don't wait on vsync(will limit to 60 fps)
    graphics.SynchronizeWithVerticalRetrace = false;

    Content.RootDirectory = "Content";
        }
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