2010年12月10日 星期五

2010/12/09 砲彈遊戲

砲彈遊戲

#region File Description
//-----------------------------------------------------------------------------
// Game1.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
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 = 20;
        GameObject[] cannonBalls;
        GamePadState previousGamePadState = GamePad.GetState(PlayerIndex.Three);
        KeyboardState previousKeyboardState = Keyboard.GetState();
        const int maxEnemies = 14;
        const float maxEnemyHeight = 0.1f;
        const float minEnemyHeight = 0.5f;
        const float maxEnemyVelocity = 9.0f;
        const float minEnemyVelocity = 5.0f;
        Random random = new Random();
        GameObject[] enemies;
        int score;
        SpriteFont font;
        Vector2 scoreDrawPoint = new Vector2(0.8f, 0.9f);
        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\\123");
            cannon = new GameObject(Content.Load<Texture2D>("Sprites\\cannon"));
            cannon.position = new Vector2(120, graphics.GraphicsDevice.Viewport.Height - 80);
            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\\456"));
            }
            font = Content.Load<SpriteFont>("Fonts\\GameFont");
            //drawable area of the game screen.
            viewportRect = new Rectangle(3,3,
                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 += 4;
                            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.Two);
            cannon.rotation += gamePadState.ThumbSticks.Left.X * 0.1f;
            if (gamePadState.Buttons.A == ButtonState.Pressed &&
                previousGamePadState.Buttons.A == ButtonState.Released)
            {
                FireCannonBall();
            }
#if !XBOX
            KeyboardState keyboardState = Keyboard.GetState();
            if(keyboardState.IsKeyDown(Keys.Left))
            {
                cannon.rotation -= 0.1f;
            }
            if(keyboardState.IsKeyDown(Keys.Right))
            {
                cannon.rotation += 0.1f;
            }
            if (keyboardState.IsKeyDown(Keys.Space) &&
                previousKeyboardState.IsKeyUp(Keys.Space))
            {
                FireCannonBall();
            }
#endif
            cannon.rotation = MathHelper.Clamp(cannon.rotation, -MathHelper.PiOver2,0);
            UpdateCannonBalls();
            UpdateEnemies();
            // TODO: Add your update logic here
            previousGamePadState = gamePadState;
#if !XBOX
            previousKeyboardState = keyboardState;
#endif
            base.Update(gameTime);
        }
        public void UpdateEnemies()
        {
            foreach (GameObject enemy in enemies)
            {
                if (enemy.alive)
                {
                    enemy.position += enemy.velocity;
                    if (!viewportRect.Contains(new Point(
                        (int)enemy.position.X,
                        (int)enemy.position.Y)))
                    {
                        enemy.alive = false;
                    }
                }
                else
                {
                    enemy.alive = true;
                    enemy.position = new Vector2(
                        viewportRect.Right,
                        MathHelper.Lerp(
                        (float)viewportRect.Height * minEnemyHeight,
                        (float)viewportRect.Height * maxEnemyHeight,
                        (float)random.NextDouble()));
                    enemy.velocity = new Vector2(
                        MathHelper.Lerp(
                        -minEnemyVelocity,
                        -maxEnemyVelocity,
                        (float)random.NextDouble()),3);
                }
            }
        }
        public void FireCannonBall()
        {
            foreach (GameObject ball in cannonBalls)
            {
                if (!ball.alive)
                {
                    ball.alive = true;
                    ball.position = cannon.position - ball.center;
                    ball.velocity = new Vector2(
                        (float)Math.Cos(cannon.rotation),
                        (float)Math.Sin(cannon.rotation)) * 15.0f;
                    return;
                }
            }
        }
       
        /// <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)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
            //Draw the backgroundTexture sized to the width
            //and height of the screen.
            spriteBatch.Draw(backgroundTexture, viewportRect,
                Color.White);
            foreach (GameObject ball in cannonBalls)
            {
                if (ball.alive)
                {
                    spriteBatch.Draw(ball.sprite,
                        ball.position, Color.Red);
                }
            }
            spriteBatch.Draw(cannon.sprite,
                cannon.position,
                null,
                Color.White,
                cannon.rotation,
                cannon.center, 2.5f,
                SpriteEffects.None, 0);
          
            foreach (GameObject enemy in enemies)
            {
                if (enemy.alive)
                {
                    spriteBatch.Draw(enemy.sprite,
                        enemy.position, Color.Purple);
                }
            }
            spriteBatch.DrawString(font,
                "Score: " + score.ToString(),
                new Vector2(scoreDrawPoint.X * viewportRect.Width,
                scoreDrawPoint.Y * viewportRect.Height),
                Color.Green);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}

2010年12月3日 星期五

2010/12/3


http://www.buy3dmodels.com/free3dmodels.php


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 WindowsGame3
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Model myModel;

        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>
        /// // The aspect ratio determines how to scale 3d to 2d projection.
        float aspectRatio;

        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            myModel = Content.Load<Model>("Models\\doggy");
            aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
            // 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
            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>
        ///
        // Set the position of the model in world space, and set the rotation.
        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(10.0f, 30.0f, 10.0f);

        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
            // 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);
            }
        }
    }
}