2010年11月26日 星期五

2010/11/26 XNA --spritefont--背景--doing_magic

----------------------------------------------------------------( public class 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 WindowsGame1
{
    /// <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(20, 20);
            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_nebula01");
            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();
            KeyboardState keyboardState = Keyboard.GetState();
            if (keyboardState.IsKeyDown(Keys.Up))
            {
                ballPosition.Y -= 5;           
            }
            if (keyboardState.IsKeyDown(Keys.Down))
            {
                ballPosition.Y += 10;
            }
            if (keyboardState.IsKeyDown(Keys.Left))
            {
                ballPosition.X -= 5;
            }
            if (keyboardState.IsKeyDown(Keys.Right))
            {
                ballPosition.X += 10;
            }
            // 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, "SHAIO MING HONG  <sean80123413@hotmail.com>", new Vector2(230, 430), Color.Black);
            spriteBatch.Draw(ball, ballPosition, Color.White);
            aniTex.Render(spriteBatch, Vector2.Zero, Color.White);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
-----------------------------------------------------------------------------------(class AnimatedTexture)
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 WindowsGame1
{
    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
            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);
        }
    }
}







Use google protocol buffers + QT +CMAKE

Protocol Buffers https://developers.google.com/protocol-buffers/ Serialize and ParseFrom https://www.jianshu....