• XNA实践键盘篇根据方向键移动图片(三)


    接着《XNA试验篇(二)》,我们现在将程序修改为为以下(注意“新增2”与“删除新增”):

    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.Media;
    using Microsoft.Xna.Framework.Net;
    using Microsoft.Xna.Framework.Storage;
    
    namespace MyFirstGame
    {
        /// <summary>
        /// This is the main type for your game
        /// </summary>
        public class Game1 : Microsoft.Xna.Framework.Game
        {
            GraphicsDeviceManager graphics;
            SpriteBatch spriteBatch;
    
            /// <summary>
            /// 定义一个Texture2D的对像(新增)
            /// </summary>
            Texture2D texture;
    
            /// <summary>
            /// 定义图片坐标(新增2)
            /// </summary>
            Vector2 picPosition;
            /// <summary>
            /// 游戏界面的宽度(新增2)
            /// </summary>
            int clientW = 0;
            /// <summary>
            /// 游戏界面的高度(新增2)
            /// </summary>
            int clientH = 0;
            /// <summary>
            /// 存放按键情况(新增2)
            /// </summary>
            List<Keys> keysList;
    
            public Game1()
            {
                graphics = new GraphicsDeviceManager(this);
                Content.RootDirectory = "Content";
    
                keysList = new List<Keys>();//(新增2)
            }
    
            /// <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);
    
                //新增
                //等控件初始化完成后,graphics.GraphicsDevic就不会为NULL了
                //将test.jpg的图片以2D的方式画到当前的graphics.GraphicsDevice
                texture = Texture2D.FromFile(graphics.GraphicsDevice, "test.jpg");
    
    
    
                int picW = texture.Width;//获取加载图片的宽度
                int picH = texture.Height;//获取加载图片的高度
                clientW = graphics.GraphicsDevice.Viewport.Width;//设置游戏界面的宽度
                clientH = graphics.GraphicsDevice.Viewport.Height;//设置游戏界面的高度
                int centerX = (clientW - picW) / 2;//求出游戏界面的X坐标中心点
                int centerY = (clientH - picH) / 2;//求出游戏界面的Y坐标中心点
                picPosition = new Vector2(centerX, centerY);
    
                // 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();
    
                //(新增2)开始
                KeyboardState keyboardstate = Keyboard.GetState();//获取键盘输入的键,会保持上一次按键状态
                Keys[] keys = keyboardstate.GetPressedKeys();//
                foreach (Keys key in keys)
                {
                    if (keysList.Count == 0)
                    {//使用当时的按键
                        KeyBoardHandle(key);
                    }
                    else
                    {
                        //采用存起来的按键
                        foreach (Keys k in keysList)
                        {
                            if (key == k)
                                continue;//跳出与当前按键重复
                            KeyBoardHandle(k);
                        }
                    }
                }
                keysList.Clear();
                foreach (Keys k in keys)
                    keysList.Add(k);
                ////(新增2)结束
                // 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);
    
                // TODO: Add your drawing code here
                //新增
                //绘画驱动开始
                spriteBatch.Begin();
                //将texture加载的图片画到所属的GraphicsDevice上,并定义图片所在的2维坐标,以及图片的着色颜色。
                //spriteBatch.Draw(texture, new Vector2(0.0f, 0.0f), Color.Red);//(取消新增)
                spriteBatch.Draw(texture, picPosition, Color.White);//(新增2)
                //结束GraphicsDevice绘画
                spriteBatch.End();
    
                base.Draw(gameTime);
            }
    
            #region 处理键盘按键(新增2)
            private void KeyBoardHandle(Keys key)
            {
                switch (key)
                {
                    case Keys.Up:
                        //按向上键的时候
                        MoveUp();
                        break;
                    case Keys.Down:
                        //按向下键的时候
                        MoveDown();
                        break;
                    case Keys.Left:
                        //按向左键的时候
                        MoveLeft();
                        ; break;
                    case Keys.Right:
                        //按向右键的时候
                        MoveRight();
                        ; break;
                }
            }
            #endregion
    
            #region 移动图片(新增2)左上角的坐标{0,0},向右Y坐标增加,向下X坐标增加
            /// <summary>
            /// 图片向上移动
            /// </summary>
            private void MoveUp()
            {
                if (picPosition.Y > 0)//控制移动边界
                    picPosition.Y -= 5;//向上移动5个单位
            }
            /// <summary>
            /// 图片向下移动
            /// </summary>
            private void MoveDown()
            {
                if (picPosition.Y < clientH - texture.Height)//控制移动边界
                    picPosition.Y += 5;//向下移动5个单位
            }
            /// <summary>
            /// 图片向左移动
            /// </summary>
            private void MoveLeft()
            {
                if (picPosition.X > 0)//控制移动边界
                    picPosition.X -= 5;
            }
            /// <summary>
            /// 图片向右移动
            /// </summary>
            private void MoveRight()
            {
                if (picPosition.X < clientW - texture.Width)//控制移动边界
                    picPosition.X += 5;
            }
            #endregion
        }
    }
    
    

    我们需要注意的重要地方有:

     KeyboardState keyboardstate = Keyboard.GetState();//获取键盘输入的键状态

     Keys[] keys = keyboardstate.GetPressedKeys();//获取当前按键信息,在键盘没有按任何键的时候会保持上一次按键状态

    请看注释即可。因为都是比较容易一些的函数来的。呵呵

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  • 原文地址:https://www.cnblogs.com/magic_evan/p/1862019.html
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