XNA game not launching under very strange conditions
首先要解决的问题,对不起,如果我(非常)遗漏了一些东西,那么我仍然有点陌生。
无论如何,我一直在XNA中研究小行星克隆,由于某些原因,如果我按"开始调试"按钮,它有时可能无法启动。我将问题跟踪到我的AsteroidsManager类,该类使用一小部分初始小行星来生成,最小和最大速度以及旋转速度,以及两个用于小行星和粒子的纹理列表。现在很奇怪:
1 | temp = new AsteroidManager(1, 20, 50, 1, 2, asteroids, particles, true); //With this constructor, the game always starts fine... |
但是如果我增加初始小行星的数量:
1 | temp = new AsteroidManager(10, 20, 50, 1, 2, asteroids, particles, true); //This seems to start about 1/3 times in the Visual Studio debugger, but if I launch it without debugging or from the bin folder, it works fine. |
最后,如果我将小行星设置为大于约20,则它永远不会在调试器中启动,并且如果我尝试从文件夹中启动它,则该过程将出现在任务管理器中,但是什么也没有发生。否则它只会在启动时崩溃。老实说,我不知道是什么原因造成的,并且很乐意在需要时提供任何代码,但是我认为这是相关的:
完整的AsteroidManager:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 | public class AsteroidManager { #region Declarations public List<GameObject> Asteroids { get; set; } public bool RegenerateAsteroids { get; set; } public readonly int InitialAsteroids; public readonly float MinVelocity; public readonly float MaxVelocity; public readonly float MinRotationalVelocity; //in degrees public readonly float MaxRotationalVelocity; //in degrees public readonly List<Texture2D> Textures; public readonly List<Texture2D> ExplosionParticleTextures; List<ParticleEmitter> emitters; Random rnd; const int MINPARTICLES = 50; const int MAXPARTICLES = 200; const int PARTICLEFTL = 40; #endregion public AsteroidManager( int initialAsteroids, float minVel, float maxVel, float minRotVel, float maxRotVel, List<Texture2D> textures, List<Texture2D> explosionParticleTextures, bool regenAsteroids) { rnd = new Random(); InitialAsteroids = initialAsteroids; MinVelocity = minVel; MaxVelocity = maxVel; MinRotationalVelocity = minRotVel; MaxRotationalVelocity = maxRotVel; Textures = textures; ExplosionParticleTextures = explosionParticleTextures; RegenerateAsteroids = regenAsteroids; Asteroids = new List<GameObject>(); emitters = new List<ParticleEmitter>(); for (int i = 0; i < InitialAsteroids; i++) addAsteroid(); } public void Update(GameTime gameTime) { for (int i = 0; i < Asteroids.Count; i++) Asteroids[i].Update(gameTime); for (int i = 0; i < emitters.Count; i++) emitters[i].Update(gameTime); if (Asteroids.Count < InitialAsteroids && RegenerateAsteroids) addAsteroid(); } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < Asteroids.Count; i++) Asteroids[i].Draw(spriteBatch); for (int i = 0; i < emitters.Count; i++) emitters[i].Draw(spriteBatch); } public void DestroyAsteroid(GameObject asteroid) { int x = rnd.Next(MINPARTICLES, MAXPARTICLES); List<Color> colors = new List<Color>(); colors.Add(Color.White); emitters.Add(new ParticleEmitter( //TODO: Test x, asteroid.WorldCenter, ExplosionParticleTextures, colors, PARTICLEFTL, true, 1, x, 1f, 0.3f, 0f, 180f)); Asteroids.Remove(asteroid); } protected void addAsteroid() { GameObject tempAsteroid; bool isOverlap = false; do //Do-While to ensure that the asteroid gets generated at least once { Texture2D text = Textures.PickRandom<Texture2D>(); float rot = MathHelper.ToRadians((float)rnd.NextDouble(0f, 359f)); float rotVel = MathHelper.ToRadians((float)rnd.NextDouble(MinRotationalVelocity, MaxRotationalVelocity)); int colRadius = (((text.Width / 2) + (text.Height / 2)) / 2); //Get the mean of text's height & width Vector2 vel = Vector2.Multiply( //calculate a random velocity rot.RotationToVectorFloat(), (float)rnd.NextDouble(MinVelocity, MaxVelocity)); Vector2 worldPos = new Vector2( rnd.Next(Camera.WorldRectangle.X, Camera.WorldRectangle.Width), rnd.Next(Camera.WorldRectangle.Y, Camera.WorldRectangle.Height)); tempAsteroid = new GameObject( //init a temporary asteroid to check for overlaps text, worldPos, vel, Color.White, false, rot, rotVel, 1f, 0f, colRadius); foreach (GameObject asteroid in Asteroids) { if (tempAsteroid.BoundingBox.Intersects(asteroid.BoundingBox)) { isOverlap = true; break; } } } while (isOverlap); //if overlapping, loop Asteroids.Add(tempAsteroid); //add the temp asteroid } } |
完整GameObject:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 | public class GameObject { #region Declarations public Texture2D Texture { get; set; } public Vector2 Origin { get; set; } public Color TintColor { get; set; } public float Rotation { get; set; } //radians public float RotationalVelocity { get; set; } public float Scale { get; set; } public float Depth { get; set; } public bool Active { get; set; } public SpriteEffects Effects { get; set; } public Vector2 WorldLocation { get; set; } public Vector2 Velocity { get; set; } public int CollisionRadius { get; set; } //Radius for bounding circle collision public int BoundingXPadding { get; set; } public int BoundingYPadding { get; set; } //Padding for bounding box collision public int TotalFrames { get //simple get { return totalFrames; } set //check if given totalFrames is in possible range { if (value <= (Rows * Columns)) totalFrames = value; else throw new ArgumentOutOfRangeException(); } } //Used in spritesheet animation private int totalFrames; public int CurrentFrame { get { return currentFrame; } set { currentFrame = (int)MathHelper.Clamp(value, 0, totalFrames); } } private int currentFrame; public int Rows { get; set; } public int Columns { get; set; } public bool Animating { get; set; } public float RotationDegrees { get { return MathHelper.ToDegrees(Rotation); } set { Rotation = MathHelper.ToRadians(value); } } public float RotationVelocityDegrees { get { return MathHelper.ToDegrees(RotationalVelocity); } set { RotationalVelocity = MathHelper.ToRadians(value); } } public const float VELOCITYSCALAR = 1.0f / 60.0f; //Default to 60fps standard movement #endregion #region Properties public int GetWidth { get { return Texture.Width / Columns; } } //Width of a frame public int GetHeight { get { return Texture.Height / Rows; } } //Height of a frame public int GetRow { get { return (int)((float)CurrentFrame / (float)Columns); } } //Current row public int GetColumn { get { return CurrentFrame % Columns; } } //Current column public Vector2 SpriteCenter { get { return new Vector2(GetWidth / 2, GetHeight / 2); } } //Get this Sprite's center public Rectangle WorldRectangle //get rectangle in world coords with width of sprite { get { return new Rectangle( (int)WorldLocation.X, (int)WorldLocation.Y, GetWidth, GetHeight); } } public Rectangle BoundingBox //get bounding box for use in collision detection { get { return new Rectangle( //Get bounding box with respect to padding values (int)WorldLocation.X + BoundingXPadding, (int)WorldLocation.Y + BoundingYPadding, GetWidth - (BoundingXPadding * 2), GetHeight - (BoundingYPadding * 2)); } } public Vector2 ScreenLocation { get { return Camera.GetLocalCoords(WorldLocation); } } //get screen coordinates public Rectangle ScreenRectangle { get { return Camera.GetLocalCoords(WorldRectangle); } } //get screen rectangle public Vector2 WorldCenter { get { return WorldLocation + SpriteCenter; } set { WorldLocation = value - SpriteCenter; } } //gets/sets the center of the sprite in world coords public Vector2 ScreenCenter { get { return Camera.GetLocalCoords(WorldLocation + SpriteCenter); } } //returns the center in screen coords #endregion public GameObject( //main constructor, /w added optional parameters and call to SpriteBase init Texture2D texture, Vector2 worldLocation, Vector2 velocity, Color tintColor, bool animating = false, float rotation = 0f, //default to no rotation float rotationalVelocity = 0f, float scale = 1f, //default to 1:1 scale float depth = 0f, //default to 0 layerDepth int collisionRadius = 0, //collision radius used in bounding circle collision, default to 0 or no bounding circle int xPadding = 0, //amount of x padding, used in bounding box collision, default to 0, or no bounding box int yPadding = 0, //amount of y padding, used in bounding box collision, default to 0, or no bounding box SpriteEffects effects = SpriteEffects.None, int totalFrames = 0, int rows = 1, int columns = 1) { if (texture == null) { throw new NullReferenceException("Null texture reference."); } Texture = texture; //assign parameters WorldLocation = worldLocation; TintColor = tintColor; Rotation = rotation; RotationalVelocity = rotationalVelocity; Scale = scale; Depth = depth; Effects = effects; Velocity = velocity; Animating = animating; Active = true; BoundingXPadding = xPadding; BoundingYPadding = yPadding; CollisionRadius = collisionRadius; //assign collision data Rows = rows; Columns = columns; this.TotalFrames = totalFrames; //assign animation data Origin = SpriteCenter; //assign origin to the center of a frame } #region Methods public virtual void Update(GameTime gameTime) { if (Active) //if object is active { WorldLocation += Velocity * (1f / 60f); Rotation += RotationalVelocity; //Rotate according to the velocity //Move by Velocity times a roughly 60FPS scalar if (TotalFrames > 1 && Animating) { CurrentFrame++; if (CurrentFrame >= TotalFrames) CurrentFrame = 0; //Loop animation } if (Camera.IsObjectInWorld(this.WorldRectangle) == false) { if (Camera.LOOPWORLD) //if world is looping and the object is out of bounds { Vector2 temp = WorldCenter; //temporary Vector2 used for updated position //X-Axis Component if (WorldCenter.X > Camera.WorldRectangle.Width) temp.X = Camera.WorldRectangle.X - (GetWidth / 2); //If X is out of bounds to the right, move X to the left side if (WorldCenter.X < Camera.WorldRectangle.X) temp.X = Camera.WorldRectangle.Width + (GetWidth / 2); //If X is out of bound to the left, move X to the right side //Y-Axis Component if (WorldCenter.Y > Camera.WorldRectangle.Height) temp.Y = Camera.WorldRectangle.Y - (GetHeight / 2); //If Y is out of bounds to the bottom, move Y to the top if (WorldCenter.Y < Camera.WorldRectangle.Y) temp.Y = Camera.WorldRectangle.Height + (GetHeight / 2); //If Y is out of bounds to the top, move Y to the bottom WorldCenter = temp; //Assign updated position } if (Camera.LOOPWORLD == false) { Active = false; //if the object is outside the world but the LOOPWORLD constant is false, set inactive } } } } public virtual void Draw(SpriteBatch spriteBatch) { if (Active) { if (TotalFrames > 1 && Camera.IsObjectVisible(WorldRectangle)) //if multi-frame animation & object is visible { Rectangle sourceRectangle = new Rectangle(GetWidth * GetColumn, GetHeight * GetRow, GetWidth, GetHeight); //get source rectangle to use spriteBatch.Draw( Texture, ScreenCenter, sourceRectangle, //use generated source rectangle TintColor, Rotation, Origin, Scale, Effects, Depth); } else //if single frame sprite { if (Camera.IsObjectVisible(WorldRectangle)) //check if sprite is visible to camera { spriteBatch.Draw( Texture, ScreenCenter, //center of the sprite in local coords null, //full sprite TintColor, Rotation, Origin, Scale, Effects, //spriteeffects Depth); //layerdepth } } } } public bool IsBoxColliding(Rectangle obj) //bounding box collision test { return BoundingBox.Intersects(obj); } public bool IsBoxColliding(GameObject obj) //overload of previous which takes a GameObject instead of a rectangle { if (BoundingBox.Intersects(obj.BoundingBox)) return true; else return false; } public bool IsCircleColliding(Vector2 objCenter, float objRadius) { if (Vector2.Distance(WorldCenter, objCenter) < (CollisionRadius + objRadius)) //if the distance between centers is greater than the sum return true; //of the radii, collision has occurred else return false; //if not, return false } public bool IsCircleColliding(GameObject obj) //overload of previous which takes a GameObject instead of loose values { if (Vector2.Distance(this.WorldCenter, obj.WorldCenter) < (CollisionRadius + obj.CollisionRadius)) return true; else return false; } public void RotateTo(Vector2 point) //rotates the GameObject to a point { Rotation = (float)Math.Atan2(point.Y, point.X); } protected Vector2 rotationToVector() { return Rotation.RotationToVectorFloat(); } //local version of extension method #endregion } |
游戏1平局:
1 2 3 4 5 6 7 8 9 10 11 | protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); //BEGIN SPRITE DRAW fpsDisplay.Draw(spriteBatch); temp.Draw(spriteBatch); spriteBatch.End(); //END SPRITE DRAW base.Draw(gameTime); } |
游戏1更新:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | protected override void Update(GameTime gameTime) { InputHandler.Update(); //update InputHandler if (InputHandler.IsKeyDown(Keys.Left)) Camera.Position += new Vector2(-3f, 0f); if (InputHandler.IsKeyDown(Keys.Right)) Camera.Position += new Vector2(3f, 0f); if (InputHandler.IsKeyDown(Keys.Up)) Camera.Position += new Vector2(0f, -3f); if (InputHandler.IsKeyDown(Keys.Down)) Camera.Position += new Vector2(0f, 3f); fpsDisplay.Value = (int)Math.Round(1 / gameTime.ElapsedGameTime.TotalSeconds, 0); //calculate framerate to the nearest int temp.Update(gameTime); base.Update(gameTime); } |
我想您重叠的代码永远找不到找到放置小行星的地方。它进入永不退出的近无限(如果适当覆盖空间,则可能是无限)循环。您可以使用经过多次尝试的计数器,它只是"放弃"。或者,您可以增加它们可以产生的游戏区域的最大大小,或减小它们的大小;这将减少发生这种无限循环的可能性,但是如果有足够的小行星,这不会使它不可能。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 | int attempts = 0; do //Do-While to ensure that the asteroid gets generated at least once { attempts++; ... foreach (GameObject asteroid in Asteroids) { if (tempAsteroid.BoundingBox.Intersects(asteroid.BoundingBox)) { isOverlap = true; break; } } } while (isOverlap && attempts < 20); //if overlapping, loop, give up after 20 tries if (attempts == 20) { //log it! Or fix it, or something! } |
即使您通过增加游戏大小或减小小行星大小来"修复"此问题,我仍然建议您使其运行最多次数以避免无限循环。