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 = 5;
GameObject[] cannonBalls;
GamePadState previousGamePadState = GamePad.GetState(PlayerIndex.One);
KeyboardState previousKeyboardState = Keyboard.GetState();
const int maxEnemies = 20;
const float maxEnemyHeight = 1.0f;
const float minEnemyHeight = 0.1f;
const float maxEnemyVelocity = 20.0f;
const float minEnemyVelocity = 1.0f;
Random random = new Random();
GameObject[] enemies;
int score;
SpriteFont font;
Vector2 scoreDrawPoint = new Vector2(0.1f, 0.1f);
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(350, graphics.GraphicsDevice.Viewport.Height -50);
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"));
}
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 = false;
enemy.alive = false;
score += 1;
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 * 0.1f;
if (gamePadState.Buttons.A == ButtonState.Pressed &&
previousGamePadState.Buttons.A == ButtonState.Released)
{
FireCannonBall();
Laura
2010年12月10日 星期五
2010年12月3日 星期五
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
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model myModel;
// The aspect ratio determines how to scale 3d to 2d projection.
float aspectRatio;
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(80.0f,0.0f, 10.0f);
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);
// TODO: use this.Content to load your game content here
myModel = Content.Load<Model>("Models\\head");
aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
}
/// <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
modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds *
MathHelper.ToRadians(0.1f);
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
// 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);
}
}
}
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
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model myModel;
// The aspect ratio determines how to scale 3d to 2d projection.
float aspectRatio;
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(80.0f,0.0f, 10.0f);
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);
// TODO: use this.Content to load your game content here
myModel = Content.Load<Model>("Models\\head");
aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
}
/// <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
modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds *
MathHelper.ToRadians(0.1f);
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
// 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2日 星期四
2010年11月26日 星期五
2010年11月25日 星期四
亂數
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[] arry = new int[9];
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
}
private void button5_Click(object sender, EventArgs e)
{
int temp;
int rdno;
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;
Random rd = new Random();
button5.Text = Convert.ToString(rd.Next(0, 9));
rdno = rd.Next(0, 9);
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 1];
arry[arry.Length - 1] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 2];
arry[arry.Length - 2] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 3];
arry[arry.Length - 3] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 4];
arry[arry.Length - 4] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 5];
arry[arry.Length - 5] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 6];
arry[arry.Length - 6] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 7];
arry[arry.Length - 7] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 8];
arry[arry.Length - 8] = temp;
//output
button5.Text = Convert.ToString(rd.Next(0, 9));
button1.Text = Convert.ToString(arry[0]);
button2.Text = Convert.ToString(arry[1]);
button3.Text = Convert.ToString(arry[2]);
button4.Text = Convert.ToString(arry[3]);
button6.Text = Convert.ToString(arry[4]);
button7.Text = Convert.ToString(arry[5]);
button8.Text = Convert.ToString(arry[6]);
button9.Text = Convert.ToString(arry[7]);
button10.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 WindowsFormsApplication2
{
public partial class Form1 : Form
{
int[] arry = new int[9];
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
}
private void button5_Click(object sender, EventArgs e)
{
int temp;
int rdno;
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;
Random rd = new Random();
button5.Text = Convert.ToString(rd.Next(0, 9));
rdno = rd.Next(0, 9);
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 1];
arry[arry.Length - 1] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 2];
arry[arry.Length - 2] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 3];
arry[arry.Length - 3] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 4];
arry[arry.Length - 4] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 5];
arry[arry.Length - 5] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 6];
arry[arry.Length - 6] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 7];
arry[arry.Length - 7] = temp;
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rd.Next(0, 9));
temp = arry[rdno];
arry[rdno] = arry[arry.Length - 8];
arry[arry.Length - 8] = temp;
//output
button5.Text = Convert.ToString(rd.Next(0, 9));
button1.Text = Convert.ToString(arry[0]);
button2.Text = Convert.ToString(arry[1]);
button3.Text = Convert.ToString(arry[2]);
button4.Text = Convert.ToString(arry[3]);
button6.Text = Convert.ToString(arry[4]);
button7.Text = Convert.ToString(arry[5]);
button8.Text = Convert.ToString(arry[6]);
button9.Text = Convert.ToString(arry[7]);
button10.Text = Convert.ToString(arry[8]);
}
}
}
2010年11月18日 星期四
紅綠燈(button)
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)
{
i++;
i = i % 3;
label1.Text = Convert.ToString(i);
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = false;
j++;
j = j % 3;
switch (j)
{
case 0:
button1.Enabled = true;
timer1.Interval = 500;
break;
case 1:
button2.Enabled = true;
timer1.Interval = 500;
break;
case 2:
button3.Enabled = true;
timer1.Interval = 2000;
break;
}
}
private void label1_Click(object sender, EventArgs e)
{
}
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)
{
i++;
i = i % 3;
label1.Text = Convert.ToString(i);
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = false;
j++;
j = j % 3;
switch (j)
{
case 0:
button1.Enabled = true;
timer1.Interval = 500;
break;
case 1:
button2.Enabled = true;
timer1.Interval = 500;
break;
case 2:
button3.Enabled = true;
timer1.Interval = 2000;
break;
}
}
private void label1_Click(object sender, EventArgs e)
{
}
private void Form1_Load(object sender, EventArgs e)
{
}
}
}
{
}
}
}
紅綠燈(圖片)
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)
{
i++;
i = i % 3;
label1.Text = Convert.ToString(i);
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = false;
j++;
j = j % 3;
switch (j)
{
case 0:
button1.Enabled = true;
timer1.Interval = 500;
break;
case 1:
button2.Enabled = true;
timer1.Interval = 500;
break;
case 2:
button3.Enabled = true;
timer1.Interval = 2000;
break;
}
}
private void label1_Click(object sender, EventArgs e)
{
}
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)
{
i++;
i = i % 3;
label1.Text = Convert.ToString(i);
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = false;
j++;
j = j % 3;
switch (j)
{
case 0:
button1.Enabled = true;
timer1.Interval = 500;
break;
case 1:
button2.Enabled = true;
timer1.Interval = 500;
break;
case 2:
button3.Enabled = true;
timer1.Interval = 2000;
break;
}
}
private void label1_Click(object sender, EventArgs e)
{
}
private void Form1_Load(object sender, EventArgs e)
{
}
}
}
{
}
}
}
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