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; namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D texture; Texture2D textureTransparent; Vector2 pos1 = Vector2.Zero; Vector2 pos2 = Vector2.Zero; float speed1 = 2f; float speed2 = 3f; 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); //@表示忽略转义字符 texture = Content.Load<Texture2D>(@"Images/logo"); textureTransparent = Content.Load<Texture2D>(@"Images/logo_trans"); // 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(); // TODO: Add your update logic here pos1.X += speed1; if (pos1.X>Window.ClientBounds.Width-texture.Width|| pos1.X<0) speed1*=-1; pos2.Y += speed2; if (pos2.Y > Window.ClientBounds.Height - textureTransparent.Height || pos2.Y < 0) speed2 *= -1; 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 //通知显卡开始传送文件 //从左上角开始绘制 //white表示不会染色 spriteBatch.Begin(); //spriteBatch.Draw(texture, Vector2.Zero, Color.White); spriteBatch.Draw(texture, pos1, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); spriteBatch.Draw(textureTransparent, pos2, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1); spriteBatch.End(); base.Draw(gameTime); } } }