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Qualität des Beitrags: Beteiligte Poster: Snowball Forum: Webdesigner's Forenbeschreibung: Das Hilfe Forum für alle Webdesigner aus dem Unterforum: C# XNA Antworten: 1 Forum gestartet am: Freitag 20.07.2007 Sprache: deutsch Link zum Originaltopic: XNA - Codeschnipsel - Move_Background Letzte Antwort: vor 16 Jahren, 5 Monaten, 30 Tagen, 22 Stunden, 42 Minuten
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Re: XNA - Codeschnipsel - Move_Background
Snowball - 28.10.2007, 01:26XNA - Codeschnipsel - Move_Background
Die folgende Anwendung bewegt ein Bild über den Bildschirm, wenn man die Pfeiltasten drückt.
Code: #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 x8
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
ContentManager content;
KeyboardState ksState;
// Variablen für Geschwindigkeit des Logos bzw. Sprites
int hSpeed = 10;
int vSpeed = 10;
Vector2 spritePosition = Vector2.Zero;
// Das Texture-Objekt, das wir verwenden
Texture2D myTexture;
// Die aktuellen Koordinaten des Logos bzw. Sprites
// Das SpriteBatch-Objekt, welches wir zum Zeichnen des Sprites verwenden
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(this.Services);
graphics.IsFullScreen = true;
}
/// <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>
/// Load your graphics content. If loadAllContent is true, you should
/// load content from both ResourceManagementMode pools. Otherwise, just
/// load ResourceManagementMode.Manual content.
/// </summary>
/// <param name="loadAllContent">Which type of content to load.</param>
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
this.myTexture = Texture2D.FromFile(this.graphics.GraphicsDevice,
"EvoXTexture.bmp");
this.spriteBatch = new SpriteBatch(this.graphics.GraphicsDevice);
this.IsMouseVisible = true;
}
// TODO: Load any ResourceManagementMode.Manual content
}
/// <summary>
/// Unload your graphics content. If unloadAllContent is true, you should
/// unload content from both ResourceManagementMode pools. Otherwise, just
/// unload ResourceManagementMode.Manual content. Manual content will get
/// Disposed by the GraphicsDevice during a Reset.
/// </summary>
/// <param name="unloadAllContent">Which type of content to unload.</param>
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent == true)
{
this.content.Unload();
}
}
/// <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)
{
ksState = Keyboard.GetState();
if (ksState.IsKeyDown(Keys.Up))
{
this.spritePosition.Y += this.vSpeed;
}
if (ksState.IsKeyDown(Keys.Down))
{
this.spritePosition.Y -= this.vSpeed;
}
if (ksState.IsKeyDown(Keys.Left))
{
this.spritePosition.X += this.hSpeed;
}
if (ksState.IsKeyDown(Keys.Right))
{
this.spritePosition.X -= this.hSpeed;
}
if (ksState.IsKeyDown(Keys.Escape))
{
this.Exit();
}
// Allows the default game to exit on Xbox 360 and Windows
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
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)
{
this.graphics.GraphicsDevice.Clear(Color.White);
this.spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
this.spriteBatch.Draw(this.myTexture, this.spritePosition, Color.White);
this.spriteBatch.End();
base.Draw(gameTime);
}
}
}
Viel Spaß damit :)
Mit folgendem Code, können Sie den Beitrag ganz bequem auf ihrer Homepage verlinken
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