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2010年11月26日 星期五

XNA















GAME.cs
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ollections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace WindowsGame2
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont font;
        Texture2D ball;
        Texture2D background;
        Vector2 ballPosition;
        AnimatedTexture aniTex;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            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
            ballPosition = new Vector2(120, 120);
            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);
            font = Content.Load<SpriteFont>("spritefont1");
            ball = Content.Load<Texture2D>("ball");
            aniTex = new AnimatedTexture(Content.Load<Texture2D>("doing_magic"), 3, 80);
            background = Content.Load<Texture2D>("B1_nebula01");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all 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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            aniTex.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);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(background, Vector2.Zero, Color.White);
            spriteBatch.DrawString(font, "d9785433   Bill   ae00529@hotamil.com", new Vector2(160, 20), Color.White);
            spriteBatch.Draw(ball, ballPosition, Color.White);
            aniTex.Render(spriteBatch, Vector2.Zero, Color.White);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
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 AnAnimatedTexture.cs
-------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace WindowsGame2
{
    class AnimatedTexture
    { 
        private Texture2D aniTex;
        private int CurrentFrame = 0;
        private int numberOfFrames = 0;
        private int msBetweenFrames = 0;

        private Rectangle rect;

        private int width = 0;
        private int height = 0;

        float timer = 0;

        public AnimatedTexture(Texture2D texture, int numFrames, int msBetweenFrames)
        {
             this.aniTex = texture;
             this.numberOfFrames = numFrames;
             this.msBetweenFrames = msBetweenFrames;

            this.width = texture.Width / numberOfFrames;
            this.height = texture.Height;

            rect.X = 0;
            rect.Y = 0;
            rect.Width = width;
             rect.Height = height;
        }

        public void Update(GameTime gametime)
        {
            timer += gametime.ElapsedGameTime.Milliseconds;

             if (timer >= msBetweenFrames)
             {
                 timer = 0;
                 if (CurrentFrame++ == numberOfFrames - 1)
                     CurrentFrame = 0;
                 rect.X = CurrentFrame * width;
                 rect.Y = 0;
             }
        }
        public void Render(SpriteBatch sb, Vector2 position, Color color)
        {
            sb.Draw(aniTex, position, rect, color, 0, Vector2.Zero, 2.0f, SpriteEffects.None, 0);
        }
    }
}
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