2010年12月24日 星期五
空戰
using System;
using System.Collections.Generic;
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.Net;
using Microsoft.Xna.Framework.Storage;
namespace BG_3D
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GameObject terrain = new GameObject();
GameObject missileLauncherBase = new GameObject();
GameObject missileLauncherHead = new GameObject();
const int numMissiles = 20;
GameObject[] missiles;
GamePadState previousState;
#if !XBOX
KeyboardState previousKeyboardState;
#endif
const float launcherHeadMuzzleOffset = 20.0f;
const float missilePower = 20.0f;
AudioEngine audioEngine;
SoundBank soundBank;
WaveBank waveBank;
Random r = new Random();
const int nump1_wedgeps = 1;
GameObject[] p1_wedges;
Vector3 shipMinPosition = new Vector3(-2000.0f, 300.0f, -2000.0f);
Vector3 shipMaxPosition = new Vector3(2000.0f, 300.0f, -2000.0f);
const float shipMinVelocity = 0.0f;
const float shipMaxVelocity = 50.0f;
Vector3 cameraPosition = new Vector3(0.0f, 60.0f, 160.0f);
Vector3 cameraLookAt = new Vector3(0.0f, 50.0f, 0.0f);
Matrix cameraProjectionMatrix;
Matrix cameraViewMatrix;
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
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);
audioEngine = new AudioEngine("Content\\Audio\\TutorialAudio.xgs");
waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb");
soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb");
cameraViewMatrix = Matrix.CreateLookAt(
cameraPosition,
cameraLookAt,
Vector3.Up);
cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f),
graphics.GraphicsDevice.Viewport.AspectRatio,
1.0f,
10000.0f);
terrain.model = Content.Load<Model>(
"Models\\terrain");
missileLauncherBase.model = Content.Load<Model>(
"Models\\launcher_base");
missileLauncherBase.scale = 0.2f;
missileLauncherHead.model = Content.Load<Model>(
"Models\\p1_wedge");
missileLauncherHead.scale = 0.025f;
missileLauncherHead.position = missileLauncherBase.position +
new Vector3(0.0f, 20.0f, 0.0f);
missiles = new GameObject[numMissiles];
for (int i = 0; i < numMissiles; i++)
{
missiles[i] = new GameObject();
missiles[i].model =
Content.Load<Model>("Models\\missile");
missiles[i].scale = 3.0f;
}
p1_wedges = new GameObject[nump1_wedgeps];
for (int i = 0; i < nump1_wedgeps; i++)
{
p1_wedges[i] = new GameObject();
p1_wedges[i].model = Content.Load<Model>(
"Models\\p1_wedge");
p1_wedges[i].scale = 0.1f;
p1_wedges[i].rotation = new Vector3(
0.0f, 0, 0.0f);
}
// 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();
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
missileLauncherHead.rotation.Y -=
gamePadState.ThumbSticks.Left.X * 0.1f;
missileLauncherHead.rotation.X +=
gamePadState.ThumbSticks.Left.Y * 0.1f;
#if !XBOX
KeyboardState keyboardState = Keyboard.GetState();
if(keyboardState.IsKeyDown(Keys.Left))
{
missileLauncherHead.rotation.Y += 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Right))
{
missileLauncherHead.rotation.Y -= 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Up))
{
missileLauncherHead.rotation.X += 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Down))
{
missileLauncherHead.rotation.X -= 0.05f;
}
#endif
missileLauncherHead.rotation.Y = MathHelper.Clamp(
missileLauncherHead.rotation.Y,
-MathHelper.PiOver4, MathHelper.PiOver4);
missileLauncherHead.rotation.X = MathHelper.Clamp(
missileLauncherHead.rotation.X,
0, MathHelper.PiOver4);
if (gamePadState.Buttons.A == ButtonState.Pressed &&
previousState.Buttons.A == ButtonState.Released)
{
FireMissile();
}
#if !XBOX
if(keyboardState.IsKeyDown(Keys.Space) &&
previousKeyboardState.IsKeyUp(Keys.Space))
{
FireMissile();
}
#endif
UpdateMissiles();
audioEngine.Update();
Updatep1_wedges();
previousState = gamePadState;
#if !XBOX
previousKeyboardState = keyboardState;
#endif
// TODO: Add your update logic here
base.Update(gameTime);
}
void FireMissile()
{
foreach (GameObject missile in missiles)
{
if (!missile.alive)
{
soundBank.PlayCue("missilelaunch");
missile.velocity = GetMissileMuzzleVelocity();
missile.position = GetMissileMuzzlePosition();
missile.rotation = missileLauncherHead.rotation;
missile.alive = true;
break;
}
}
}
Vector3 GetMissileMuzzleVelocity()
{
Matrix rotationMatrix =
Matrix.CreateFromYawPitchRoll(
missileLauncherHead.rotation.Y,
missileLauncherHead.rotation.X,
0);
return Vector3.Normalize(
Vector3.Transform(Vector3.Forward,
rotationMatrix)) * missilePower;
}
Vector3 GetMissileMuzzlePosition()
{
return missileLauncherHead.position +
(Vector3.Normalize(
GetMissileMuzzleVelocity()) *
launcherHeadMuzzleOffset);
}
void UpdateMissiles()
{
foreach (GameObject missile in missiles)
{
if (missile.alive)
{
missile.position += missile.velocity;
if (missile.position.Z < -6000.0f)
{
missile.alive = false;
}
else
{
TestCollision(missile);
}
}
}
}
void Updatep1_wedges()
{
foreach (GameObject ship in p1_wedges)
{
if (ship.alive)
{
ship.position -= ship.velocity;
if (ship.position.Z < -6000.0f)
{
ship.alive = false;
}
}
else
{
ship.alive = true;
ship.position = new Vector3(
MathHelper.Lerp(
shipMinPosition.X,
shipMaxPosition.X,
(float)r.NextDouble()),
MathHelper.Lerp(
shipMinPosition.Y,
shipMaxPosition.Y,
(float)r.NextDouble()),
MathHelper.Lerp(
shipMinPosition.Z,
shipMaxPosition.Z,
(float)r.NextDouble()));
ship.velocity = new Vector3(
0.0f,
0.0f,
MathHelper.Lerp(shipMinVelocity,
shipMaxVelocity, (float)r.NextDouble()));
}
}
}
void TestCollision(GameObject missile)
{
BoundingSphere missilesphere =
missile.model.Meshes[0].BoundingSphere;
missilesphere.Center = missile.position;
missilesphere.Radius *= missile.scale;
foreach (GameObject ship in p1_wedges)
{
if (ship.alive)
{
BoundingSphere shipsphere =
ship.model.Meshes[0].BoundingSphere;
shipsphere.Center = ship.position;
shipsphere.Radius *= ship.scale;
if (shipsphere.Intersects(missilesphere))
{
soundBank.PlayCue("explosion");
missile.alive = false;
ship.alive = false;
break;
}
}
}
}
/// <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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
DrawGameObject(terrain);
//DrawGameObject(missileLauncherBase);
DrawGameObject(missileLauncherHead);
foreach (GameObject missile in missiles)
{
if (missile.alive)
{
DrawGameObject(missile);
}
}
foreach (GameObject p1_wedge in p1_wedges)
{
if (p1_wedge.alive)
{
DrawGameObject(p1_wedge);
}
}
// TODO: Add your drawing code here
base.Draw(gameTime);
}
void DrawGameObject(GameObject gameobject)
{
foreach (ModelMesh mesh in gameobject.model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.PreferPerPixelLighting = true;
effect.World =
Matrix.CreateFromYawPitchRoll(
gameobject.rotation.Y,
gameobject.rotation.X,
gameobject.rotation.Z) *
Matrix.CreateScale(gameobject.scale) *
Matrix.CreateTranslation(gameobject.position);
effect.Projection = cameraProjectionMatrix;
effect.View = cameraViewMatrix;
}
mesh.Draw();
}
}
}
}
2010年12月17日 星期五
旋轉的飛機
using System;
using System.Collections.Generic;
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.Net;
using Microsoft.Xna.Framework.Storage;
namespace GoingBeyond1_Tutorial
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GameObject terrain = new GameObject();
GameObject missileLauncherBase = new GameObject();
GameObject missileLauncherHead = new GameObject();
const int numMissiles = 20;
GameObject[] missiles;
GamePadState previousState;
KeyboardState previousKeyboardState;
const float launcherHeadMuzzleOffset = 20.0f;
const float missilePower = 20.0f;
Vector3 cameraLookAt = new Vector3(0.0f, 50.0f, 0.0f);
Matrix cameraProjectionMatrix;
Matrix cameraViewMatrix;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
// Set the 3D model to draw.
Model myModel;
// The aspect ratio determines how to scale 3d to 2d projection.
float aspectRatio;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
cameraViewMatrix = Matrix.CreateLookAt(
cameraPosition,
cameraLookAt,
Vector3.Up);
cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f),
graphics.GraphicsDevice.Viewport.AspectRatio,
1.0f,
10000.0f);
missiles = new GameObject[numMissiles];
for (int i = 0; i < numMissiles; i++)
{
missiles[i] = new GameObject();
missiles[i].model =
Content.Load<Model>("Models\\missile");
missiles[i].scale = 3.0f;
}
myModel = Content.Load<Model>("Models\\p1_wedge");
aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
(float)graphics.GraphicsDevice.Viewport.Height;
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
missileLauncherHead.rotation.Y -=
gamePadState.ThumbSticks.Left.X * 0.1f;
missileLauncherHead.rotation.X +=
gamePadState.ThumbSticks.Left.Y * 0.1f;
KeyboardState keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Left))
{
missileLauncherHead.rotation.Y += 0.05f;
}
if (keyboardState.IsKeyDown(Keys.Right))
{
missileLauncherHead.rotation.Y -= 0.05f;
}
if (keyboardState.IsKeyDown(Keys.Up))
{
missileLauncherHead.rotation.X += 0.05f;
}
if (keyboardState.IsKeyDown(Keys.Down))
{
missileLauncherHead.rotation.X -= 0.05f;
}
if (keyboardState.IsKeyDown(Keys.Space) &&
previousKeyboardState.IsKeyUp(Keys.Space))
{
FireMissile();
modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds * MathHelper.ToRadians(0.1f);
}
previousKeyboardState = keyboardState;
base.Update(gameTime);
}
void FireMissile()
{
foreach (GameObject missile in missiles)
{
if (!missile.alive)
{
//soundBank.PlayCue("missilelaunch");
missile.velocity = GetMissileMuzzleVelocity();
missile.position = GetMissileMuzzlePosition();
missile.rotation = missileLauncherHead.rotation;
missile.alive = true;
break;
}
}
}
Vector3 GetMissileMuzzleVelocity()
{
Matrix rotationMatrix =
Matrix.CreateFromYawPitchRoll(
missileLauncherHead.rotation.Y,
missileLauncherHead.rotation.X,
0);
return Vector3.Normalize(
Vector3.Transform(Vector3.Forward,
rotationMatrix)) * missilePower;
}
Vector3 GetMissileMuzzlePosition()
{
return missileLauncherHead.position +
(Vector3.Normalize(
GetMissileMuzzleVelocity()) *
launcherHeadMuzzleOffset);
}
// Set the position of the model in world space, and set the rotation.
Vector3 modelPosition = Vector3.Zero;
float modelRotation = 0.0f;
// Set the position of the camera in world space, for our view matrix.
Vector3 cameraPosition = new Vector3(0.0f, 50.0f, 1500.0f);
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// Copy any parent transforms.
Matrix[] transforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation)
* Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),
aspectRatio, 1.0f, 10000.0f);
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
base.Draw(gameTime);
}
}
}
2010年12月10日 星期五
2D遊戲
#region File Description
//-----------------------------------------------------------------------------
// Game1.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
namespace BeginnersGuide_2DGame_Windows
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
Texture2D backgroundTexture;
Rectangle viewportRect;
SpriteBatch spriteBatch;
GameObject cannon;
const int maxCannonBalls = 1000;
GameObject[] cannonBalls;
GamePadState previousGamePadState = GamePad.GetState(PlayerIndex.One);
KeyboardState previousKeyboardState = Keyboard.GetState();
const int maxEnemies = 100;
const int maxanemies = 5;
const float maxEnemyHeight = 0.1f;
const float minEnemyHeight = 0.5f;
const float maxEnemyVelocity = 5.0f;
const float minEnemyVelocity = 1.0f;
const float maxanemyHeight = 0.1f;
const float minanemyHeight = 0.5f;
const float maxanemyVelocity = 5.0f;
const float minanemyVelocity = 1.0f;
Random random = new Random();
GameObject[] enemies;
GameObject[] anemies;
int score;
SpriteFont font;
Vector2 scoreDrawPoint = new Vector2(0.7f, 0.9f);
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()
{
base.Initialize();
}
/// <summary>
/// Load your graphics content
/// </summary>
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
backgroundTexture =
Content.Load<Texture2D>("Sprites\\background");
cannon = new GameObject(Content.Load<Texture2D>("Sprites\\cannon"));
cannon.position = new Vector2(250, graphics.GraphicsDevice.Viewport.Height - 300);
cannonBalls = new GameObject[maxCannonBalls];
for (int i = 0; i < maxCannonBalls; i++)
{
cannonBalls[i] = new GameObject(Content.Load<Texture2D>(
"Sprites\\cannonball"));
}
enemies = new GameObject[maxEnemies];
for (int i = 0; i < maxEnemies; i++)
{
enemies[i] = new GameObject(
Content.Load<Texture2D>("Sprites\\enemy"));
}
anemies = new GameObject[maxanemies];
for (int i = 0; i < maxanemies; i++)
{
anemies[i] = new GameObject(
Content.Load<Texture2D>("Sprites\\anemy"));
}
font = Content.Load<SpriteFont>("Fonts\\GameFont");
//drawable area of the game screen.
viewportRect = new Rectangle(0, 0,
graphics.GraphicsDevice.Viewport.Width,
graphics.GraphicsDevice.Viewport.Height);
base.LoadContent();
}
public void UpdateCannonBalls()
{
foreach (GameObject ball in cannonBalls)
{
if (ball.alive)
{
ball.position += ball.velocity;
if (!viewportRect.Contains(new Point(
(int)ball.position.X,
(int)ball.position.Y)))
{
ball.alive = false;
continue;
}
Rectangle cannonBallRect = new Rectangle(
(int)ball.position.X,
(int)ball.position.Y,
ball.sprite.Width,
ball.sprite.Height);
foreach (GameObject enemy in enemies)
{
Rectangle enemyRect = new Rectangle(
(int)enemy.position.X,
(int)enemy.position.Y,
enemy.sprite.Width,
enemy.sprite.Height);
if (cannonBallRect.Intersects(enemyRect))
{
ball.alive = true;
enemy.alive = false;
score += 10000;
break;
}
}
foreach (GameObject anemy in anemies)
{
Rectangle enemyRect = new Rectangle(
(int)anemy.position.X,
(int)anemy.position.Y,
anemy.sprite.Width,
anemy.sprite.Height);
if (cannonBallRect.Intersects(enemyRect))
{
ball.alive = true;
anemy.alive = false;
score += 10000;
break;
}
}
}
}
}
/// <summary>
/// Unload any content not managed by the Content Manager
/// </summary>
protected override void UnloadContent()
{
base.UnloadContent();
}
/// <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();
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
cannon.rotation += gamePadState.ThumbSticks.Left.X * 0.5f;
if (gamePadState.Buttons.A == ButtonState.Pressed &&
previousGamePadState.Buttons.A == ButtonState.Released)
{
FireCannonBall();
}
#if !XBOX
KeyboardState keyboardState = Keyboard.GetState();
if(keyboardState.IsKeyDown(Keys.Left))
{
cannon.rotation -= 0.09f;
}
if(keyboardState.IsKeyDown(Keys.Right))
{
cannon.rotation += 0.09f;
}
if (keyboardState.IsKeyDown(Keys.Space) &&
previousKeyboardState.IsKeyUp(Keys.Space))
{
FireCannonBall();
}
#endif
cannon.rotation = MathHelper.Clamp(cannon.rotation, -MathHelper.PiOver2, 0);
UpdateCannonBalls();
UpdateEnemies();
// TODO: Add your update logic here
previousGamePadState = gamePadState;
#if !XBOX
previousKeyboardState = keyboardState;
#endif
base.Update(gameTime);
}
public void UpdateEnemies()
{
foreach (GameObject enemy in enemies)
{
if (enemy.alive)
{
enemy.position += enemy.velocity;
if (!viewportRect.Contains(new Point(
(int)enemy.position.X,
(int)enemy.position.Y)))
{
enemy.alive = false;
}
}
else
{
enemy.alive = true;
enemy.position = new Vector2(
viewportRect.Right,
MathHelper.Lerp(
(float)viewportRect.Height * minEnemyHeight,
(float)viewportRect.Height * maxEnemyHeight,
(float)random.NextDouble()));
enemy.velocity = new Vector2(
MathHelper.Lerp(
-minEnemyVelocity,
-maxEnemyVelocity,
(float)random.NextDouble()), 0);
}
}
foreach (GameObject anemy in enemies)
{
if (anemy.alive)
{
anemy.position += anemy.velocity;
if (!viewportRect.Contains(new Point(
(int)anemy.position.X,
(int)anemy.position.Y)))
{
anemy.alive = false;
}
}
else
{
anemy.alive = true;
anemy.position = new Vector2(
viewportRect.Right,
MathHelper.Lerp(
(float)viewportRect.Height * minEnemyHeight,
(float)viewportRect.Height * maxEnemyHeight,
(float)random.NextDouble()));
anemy.velocity = new Vector2(
MathHelper.Lerp(
-minEnemyVelocity,
-maxEnemyVelocity,
(float)random.NextDouble()), 0);
}
}
}
public void FireCannonBall()
{
foreach (GameObject ball in cannonBalls)
{
if (!ball.alive)
{
ball.alive = true;
ball.position = cannon.position - ball.center;
ball.velocity = new Vector2(
(float)Math.Cos(cannon.rotation),
(float)Math.Sin(cannon.rotation)) * 1.0f;
return;
}
}
}
/// <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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
//Draw the backgroundTexture sized to the width
//and height of the screen.
spriteBatch.Draw(backgroundTexture, viewportRect,
Color.White);
foreach (GameObject ball in cannonBalls)
{
if (ball.alive)
{
spriteBatch.Draw(ball.sprite,
ball.position, Color.Black);
}
}
spriteBatch.Draw(cannon.sprite,
cannon.position,
null,
Color.Red,
cannon.rotation,
cannon.center, 1.0f,
SpriteEffects.None, 0);
foreach (GameObject enemy in enemies)
{
if (enemy.alive)
{
spriteBatch.Draw(enemy.sprite,
enemy.position, Color.Yellow);
}
}
foreach (GameObject anemy in enemies)
{
if (anemy.alive)
{
spriteBatch.Draw(anemy.sprite,
anemy.position, Color.Yellow);
}
}
spriteBatch.DrawString(font,
"Score: " + score.ToString(),
new Vector2(scoreDrawPoint.X * viewportRect.Width,
scoreDrawPoint.Y * viewportRect.Height),
Color.Yellow);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
//-----------------------------------------------------------------------------
// Game1.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
namespace BeginnersGuide_2DGame_Windows
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
Texture2D backgroundTexture;
Rectangle viewportRect;
SpriteBatch spriteBatch;
GameObject cannon;
const int maxCannonBalls = 1000;
GameObject[] cannonBalls;
GamePadState previousGamePadState = GamePad.GetState(PlayerIndex.One);
KeyboardState previousKeyboardState = Keyboard.GetState();
const int maxEnemies = 100;
const int maxanemies = 5;
const float maxEnemyHeight = 0.1f;
const float minEnemyHeight = 0.5f;
const float maxEnemyVelocity = 5.0f;
const float minEnemyVelocity = 1.0f;
const float maxanemyHeight = 0.1f;
const float minanemyHeight = 0.5f;
const float maxanemyVelocity = 5.0f;
const float minanemyVelocity = 1.0f;
Random random = new Random();
GameObject[] enemies;
GameObject[] anemies;
int score;
SpriteFont font;
Vector2 scoreDrawPoint = new Vector2(0.7f, 0.9f);
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()
{
base.Initialize();
}
/// <summary>
/// Load your graphics content
/// </summary>
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
backgroundTexture =
Content.Load<Texture2D>("Sprites\\background");
cannon = new GameObject(Content.Load<Texture2D>("Sprites\\cannon"));
cannon.position = new Vector2(250, graphics.GraphicsDevice.Viewport.Height - 300);
cannonBalls = new GameObject[maxCannonBalls];
for (int i = 0; i < maxCannonBalls; i++)
{
cannonBalls[i] = new GameObject(Content.Load<Texture2D>(
"Sprites\\cannonball"));
}
enemies = new GameObject[maxEnemies];
for (int i = 0; i < maxEnemies; i++)
{
enemies[i] = new GameObject(
Content.Load<Texture2D>("Sprites\\enemy"));
}
anemies = new GameObject[maxanemies];
for (int i = 0; i < maxanemies; i++)
{
anemies[i] = new GameObject(
Content.Load<Texture2D>("Sprites\\anemy"));
}
font = Content.Load<SpriteFont>("Fonts\\GameFont");
//drawable area of the game screen.
viewportRect = new Rectangle(0, 0,
graphics.GraphicsDevice.Viewport.Width,
graphics.GraphicsDevice.Viewport.Height);
base.LoadContent();
}
public void UpdateCannonBalls()
{
foreach (GameObject ball in cannonBalls)
{
if (ball.alive)
{
ball.position += ball.velocity;
if (!viewportRect.Contains(new Point(
(int)ball.position.X,
(int)ball.position.Y)))
{
ball.alive = false;
continue;
}
Rectangle cannonBallRect = new Rectangle(
(int)ball.position.X,
(int)ball.position.Y,
ball.sprite.Width,
ball.sprite.Height);
foreach (GameObject enemy in enemies)
{
Rectangle enemyRect = new Rectangle(
(int)enemy.position.X,
(int)enemy.position.Y,
enemy.sprite.Width,
enemy.sprite.Height);
if (cannonBallRect.Intersects(enemyRect))
{
ball.alive = true;
enemy.alive = false;
score += 10000;
break;
}
}
foreach (GameObject anemy in anemies)
{
Rectangle enemyRect = new Rectangle(
(int)anemy.position.X,
(int)anemy.position.Y,
anemy.sprite.Width,
anemy.sprite.Height);
if (cannonBallRect.Intersects(enemyRect))
{
ball.alive = true;
anemy.alive = false;
score += 10000;
break;
}
}
}
}
}
/// <summary>
/// Unload any content not managed by the Content Manager
/// </summary>
protected override void UnloadContent()
{
base.UnloadContent();
}
/// <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();
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
cannon.rotation += gamePadState.ThumbSticks.Left.X * 0.5f;
if (gamePadState.Buttons.A == ButtonState.Pressed &&
previousGamePadState.Buttons.A == ButtonState.Released)
{
FireCannonBall();
}
#if !XBOX
KeyboardState keyboardState = Keyboard.GetState();
if(keyboardState.IsKeyDown(Keys.Left))
{
cannon.rotation -= 0.09f;
}
if(keyboardState.IsKeyDown(Keys.Right))
{
cannon.rotation += 0.09f;
}
if (keyboardState.IsKeyDown(Keys.Space) &&
previousKeyboardState.IsKeyUp(Keys.Space))
{
FireCannonBall();
}
#endif
cannon.rotation = MathHelper.Clamp(cannon.rotation, -MathHelper.PiOver2, 0);
UpdateCannonBalls();
UpdateEnemies();
// TODO: Add your update logic here
previousGamePadState = gamePadState;
#if !XBOX
previousKeyboardState = keyboardState;
#endif
base.Update(gameTime);
}
public void UpdateEnemies()
{
foreach (GameObject enemy in enemies)
{
if (enemy.alive)
{
enemy.position += enemy.velocity;
if (!viewportRect.Contains(new Point(
(int)enemy.position.X,
(int)enemy.position.Y)))
{
enemy.alive = false;
}
}
else
{
enemy.alive = true;
enemy.position = new Vector2(
viewportRect.Right,
MathHelper.Lerp(
(float)viewportRect.Height * minEnemyHeight,
(float)viewportRect.Height * maxEnemyHeight,
(float)random.NextDouble()));
enemy.velocity = new Vector2(
MathHelper.Lerp(
-minEnemyVelocity,
-maxEnemyVelocity,
(float)random.NextDouble()), 0);
}
}
foreach (GameObject anemy in enemies)
{
if (anemy.alive)
{
anemy.position += anemy.velocity;
if (!viewportRect.Contains(new Point(
(int)anemy.position.X,
(int)anemy.position.Y)))
{
anemy.alive = false;
}
}
else
{
anemy.alive = true;
anemy.position = new Vector2(
viewportRect.Right,
MathHelper.Lerp(
(float)viewportRect.Height * minEnemyHeight,
(float)viewportRect.Height * maxEnemyHeight,
(float)random.NextDouble()));
anemy.velocity = new Vector2(
MathHelper.Lerp(
-minEnemyVelocity,
-maxEnemyVelocity,
(float)random.NextDouble()), 0);
}
}
}
public void FireCannonBall()
{
foreach (GameObject ball in cannonBalls)
{
if (!ball.alive)
{
ball.alive = true;
ball.position = cannon.position - ball.center;
ball.velocity = new Vector2(
(float)Math.Cos(cannon.rotation),
(float)Math.Sin(cannon.rotation)) * 1.0f;
return;
}
}
}
/// <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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
//Draw the backgroundTexture sized to the width
//and height of the screen.
spriteBatch.Draw(backgroundTexture, viewportRect,
Color.White);
foreach (GameObject ball in cannonBalls)
{
if (ball.alive)
{
spriteBatch.Draw(ball.sprite,
ball.position, Color.Black);
}
}
spriteBatch.Draw(cannon.sprite,
cannon.position,
null,
Color.Red,
cannon.rotation,
cannon.center, 1.0f,
SpriteEffects.None, 0);
foreach (GameObject enemy in enemies)
{
if (enemy.alive)
{
spriteBatch.Draw(enemy.sprite,
enemy.position, Color.Yellow);
}
}
foreach (GameObject anemy in enemies)
{
if (anemy.alive)
{
spriteBatch.Draw(anemy.sprite,
anemy.position, Color.Yellow);
}
}
spriteBatch.DrawString(font,
"Score: " + score.ToString(),
new Vector2(scoreDrawPoint.X * viewportRect.Width,
scoreDrawPoint.Y * viewportRect.Height),
Color.Yellow);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
2010年12月2日 星期四
2010年11月26日 星期五
2010年11月18日 星期四
紅綠燈
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication2
{
public partial class Form1 : Form
{
int i,j;
public Form1()
{
InitializeComponent();
i = 0;
j = 0;
}
private void timer1_Tick(object sender, EventArgs e)
{
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = false;
i++;
i = i % 6;
label1.Text = Convert.ToString(i);
j++;
j = j % 5;
switch (j)
{
case 0:
button1.Enabled = true;
break;
case 1:
button2.Enabled = true;
break;
case 2:
button3.Enabled = true;
break;
case 3:
button3.Enabled = true;
break;
case 4:
button3.Enabled = true;
break;
case 5:
button3.Enabled = true;
break;
}
}
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication2
{
public partial class Form1 : Form
{
int i,j;
public Form1()
{
InitializeComponent();
i = 0;
j = 0;
}
private void timer1_Tick(object sender, EventArgs e)
{
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = false;
i++;
i = i % 6;
label1.Text = Convert.ToString(i);
j++;
j = j % 5;
switch (j)
{
case 0:
button1.Enabled = true;
break;
case 1:
button2.Enabled = true;
break;
case 2:
button3.Enabled = true;
break;
case 3:
button3.Enabled = true;
break;
case 4:
button3.Enabled = true;
break;
case 5:
button3.Enabled = true;
break;
}
}
}
}2010年11月12日 星期五
亂數產生
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
int[] arry = new int[9];
public Form1()
{
InitializeComponent();
}
private void button10_Click(object sender, EventArgs e)
{
int rdno;
int temp;
arry[0] = 0;
arry[1] = 1;
arry[2] = 2;
arry[3] = 3;
arry[4] = 4;
arry[5] = 5;
arry[6] = 6;
arry[7] = 7;
arry[8] = 8;
for (int i = 0; i < 9; i++)
{
Random rd = new Random();
rdno = rd.Next(0, 9);
button10.Text = Convert.ToString(rdno);
temp = arry[rdno];
arry[rdno] = arry[arry.Length - (i + 1)];
arry[arry.Length - (i + 1)] = temp;
}
button1.Text = Convert.ToString(arry[0]);
button2.Text = Convert.ToString(arry[1]);
button3.Text = Convert.ToString(arry[2]);
button4.Text = Convert.ToString(arry[3]);
button5.Text = Convert.ToString(arry[4]);
button6.Text = Convert.ToString(arry[5]);
button7.Text = Convert.ToString(arry[6]);
button8.Text = Convert.ToString(arry[7]);
button9.Text = Convert.ToString(arry[8]);
}
private void Form1_Load(object sender, EventArgs e)
{
arry[0] = 0;
arry[1] = 1;
arry[2] = 2;
arry[3] = 3;
arry[4] = 4;
arry[5] = 5;
arry[6] = 6;
arry[7] = 7;
arry[8] = 8;
button1.Text = Convert.ToString(arry[0]);
button2.Text = Convert.ToString(arry[1]);
button3.Text = Convert.ToString(arry[2]);
button4.Text = Convert.ToString(arry[3]);
button5.Text = Convert.ToString(arry[4]);
button6.Text = Convert.ToString(arry[5]);
button7.Text = Convert.ToString(arry[6]);
button8.Text = Convert.ToString(arry[7]);
button9.Text = Convert.ToString(arry[8]);
}
}
}
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
int[] arry = new int[9];
public Form1()
{
InitializeComponent();
}
private void button10_Click(object sender, EventArgs e)
{
int rdno;
int temp;
arry[0] = 0;
arry[1] = 1;
arry[2] = 2;
arry[3] = 3;
arry[4] = 4;
arry[5] = 5;
arry[6] = 6;
arry[7] = 7;
arry[8] = 8;
for (int i = 0; i < 9; i++)
{
Random rd = new Random();
rdno = rd.Next(0, 9);
button10.Text = Convert.ToString(rdno);
temp = arry[rdno];
arry[rdno] = arry[arry.Length - (i + 1)];
arry[arry.Length - (i + 1)] = temp;
}
button1.Text = Convert.ToString(arry[0]);
button2.Text = Convert.ToString(arry[1]);
button3.Text = Convert.ToString(arry[2]);
button4.Text = Convert.ToString(arry[3]);
button5.Text = Convert.ToString(arry[4]);
button6.Text = Convert.ToString(arry[5]);
button7.Text = Convert.ToString(arry[6]);
button8.Text = Convert.ToString(arry[7]);
button9.Text = Convert.ToString(arry[8]);
}
private void Form1_Load(object sender, EventArgs e)
{
arry[0] = 0;
arry[1] = 1;
arry[2] = 2;
arry[3] = 3;
arry[4] = 4;
arry[5] = 5;
arry[6] = 6;
arry[7] = 7;
arry[8] = 8;
button1.Text = Convert.ToString(arry[0]);
button2.Text = Convert.ToString(arry[1]);
button3.Text = Convert.ToString(arry[2]);
button4.Text = Convert.ToString(arry[3]);
button5.Text = Convert.ToString(arry[4]);
button6.Text = Convert.ToString(arry[5]);
button7.Text = Convert.ToString(arry[6]);
button8.Text = Convert.ToString(arry[7]);
button9.Text = Convert.ToString(arry[8]);
}
}
}
訂閱:
文章 (Atom)