Its not possible to tell whats broken based on the code you have posted. The issue is most likely in how Wall
is being created. I would bet that either positionModifier.X
does not actually do anything to the x position of the wall, or that the starting value for the walls x position is 0 and when you multiply positionModifier
with it in the method call, it remains 0.
Local variable not changing
Вопрос
I currently have an issue regarding local variables in a method. The method is made to spawn a line of square sprites along the bottom of the screen.The code currently looks like so:
public void spawnFloor()
{
for (int x = 0; x < floorSize / texture.Width; x++)
{
if (walls.Count < floorSize / texture.Width)
{
positionModifier.X = texture.Width * x;
position.Y = floorStart.Y;
spawnWall();
}
}
}
Currently, when the game resolution is 1280/720, the game spawns 40 squares at the bottom right corner of the screen. The value of x is apparently 0 throughout. Any ideas? Below is the code of the class in it's entirety in case it's something class based:
public WallManager(Texture2D texture, Vector2 floorStart, int screenLength)
{
this.texture = texture;
this.floorStart = floorStart;
floorSize = screenLength;
}
public void spawnWall()
{
Wall thisWall = new Wall(position*positionModifier, texture);
walls.Add(thisWall);
}
public void spawnTest()
{
if (walls.Count == 0)
{
position = new Vector2(0, 698);
spawnWall();
}
}
public void spawnFloor()
{
for (int x = 0; x < floorSize / texture.Width; x++)
{
if (walls.Count < floorSize / texture.Width)
{
positionModifier.X = texture.Width * x;
position.Y = floorStart.Y;
spawnWall();
}
}
}
public void Draw(SpriteBatch spriteBatch)
{
foreach(Wall wall in walls)
wall.Draw(spriteBatch);
}
}
Edit: As suggested, the wall class has been posted:
public Wall(Vector2 position, Texture2D texture)
{
wallPosition = position;
wallTexture = texture;
}
public void Update(GameTime gameTime)
{
wallWidth = (int)Math.Round((double)wallTexture.Width);
wallHeight = (int)Math.Round((double)wallTexture.Height);
wallHitbox = new Rectangle((int)wallPosition.X, (int)wallPosition.Y, wallWidth, wallHeight);
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(wallTexture, wallPosition, wallColor);
}
Also, positionModifier is a private Vector2 in the wallManager class with the value (1,1) on startup
Решение
Другие советы
Because it is doing Closures
inside your loop. Copy a local variable for the value of x
and store it as localVal
(example) and then use that one when calculating your positionModifier
public void spawnFloor()
{
for (int x = 0; x < floorSize / texture.Width; x++)
{
if (walls.Count < floorSize / texture.Width)
{
var localVal = x;
positionModifier.X = texture.Width * localVal;
position.Y = floorStart.Y;
spawnWall();
}
}
}