===========================class===============
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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;
// Init rectangle 25: 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);
}
}
}
=====================================game1====================
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;
SpriteFont font;
Texture2D ball;
Vector2 ballPosition;
Texture2D background;
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);
// TODO: use this.Content to load your game content here
font = Content.Load<SpriteFont>("spritefont1");
ball = Content.Load<Texture2D>("ball");
background = Content.Load<Texture2D>("B1_nrbula01");
aniTex = new AnimatedTexture(Content.Load<Texture2D>("doing_magic"), 3, 80);
}
/// <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();
aniTex.Update(gameTime);
// TODO: Add your update logic here
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);
Rectangle rect;
rect.X = 0;
rect.Y = 0;
rect.Width = graphics.GraphicsDevice.Viewport.Width;
rect.Height = graphics.GraphicsDevice.Viewport.Height;
spriteBatch.Begin();
spriteBatch.DrawString(font, "Hello World", new Vector2(30, 30), Color.Black);
spriteBatch.Draw(ball, ballPosition, Color.White);
spriteBatch.Draw(background, Vector2.Zero, Color.White);
aniTex.Render(spriteBatch, Vector2.Zero, Color.White);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}檔案
沒有留言:
張貼留言