Verfügbare Informationen zu "XNA - Codeschnipsel - Tilemap bewegen"
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 - Tilemap bewegen Letzte Antwort: vor 16 Jahren, 4 Monaten, 25 Tagen, 18 Stunden, 53 Minuten
Alle Beiträge und Antworten zu "XNA - Codeschnipsel - Tilemap bewegen"
Re: XNA - Codeschnipsel - Tilemap bewegen
Snowball - 01.11.2007, 21:52XNA - Codeschnipsel - Tilemap bewegen
Naja,eigentlich ist dies nu der code von einem spiel was ich gerade am programmieren bin, es ist sehr unfertig und auch noch nicht spielbar, aber dieser code ist frei kopierbar und veränderbar!
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
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
ContentManager content;
KeyboardState ksState;
SpriteBatch Sprite;
SpriteFont Arial;
float mouseposX;
float mouseposY;
float movepoint;
int tile_posX = 0;
int tile_posY = 0;
int test_tileposX;
int test_tileposY;
int shot = 1;
private int[] clickposX = new int[50000];
private int[] clickposY = new int[50000];
private int[] shotmoveX = new int[50000];
private int[] shotmoveY = new int[50000];
private float[] shotgoX = new float[50000];
private float[] shotgoY = new float[50000];
int clickmouseX;
int clickmouseY;
float geschwindigkeit = 2f;
Vector2 spritePosition = Vector2.Zero;
Texture2D player;
Texture2D tree;
private const int tile_hoehe = 40;
private const int tile_breite = 40;
private const int map_hoehe = 45;
private const int map_breite = 120;
private static int[,] tilemap = new int[map_hoehe, map_breite]
{
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{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
};
private Texture2D[] map_textures = new Texture2D[7];
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(this.Services);
graphics.IsFullScreen = true;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
map_textures[0] = content.Load<Texture2D>("boden");
map_textures[1] = content.Load<Texture2D>("wand");
map_textures[2] = content.Load<Texture2D>("kerkertuer");
map_textures[3] = content.Load<Texture2D>("zellentuer");
map_textures[4] = content.Load<Texture2D>("schatz");
map_textures[5] = content.Load<Texture2D>("monster");
map_textures[6] = content.Load<Texture2D>("held");
this.player = Texture2D.FromFile(this.graphics.GraphicsDevice,
"player.png");
this.tree = Texture2D.FromFile(this.graphics.GraphicsDevice,
"shotkugel2.png");
this.spriteBatch = new SpriteBatch(this.graphics.GraphicsDevice);
this.IsMouseVisible = true;
}
Arial = content.Load<SpriteFont>("Arial");
Sprite = new SpriteBatch(graphics.GraphicsDevice);
}
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent == true)
{
this.content.Unload();
}
}
protected override void Update(GameTime gameTime)
{
ksState = Keyboard.GetState();
MouseState mouse = Mouse.GetState();
mouseposX = mouse.X;
mouseposY = mouse.Y;
clickmouseX = mouse.X;
clickmouseY = mouse.Y;
if (mouse.RightButton == ButtonState.Pressed)
{
if (mouseposY <= 300)
{
if (mouseposX > 400)
{
movepoint = (300 - mouseposY) / (mouseposX - 400);
if (movepoint < 300 && movepoint > 10) // (1)
{
shot++;
if (shot == 100) shot = 0;
clickposX[shot] = clickmouseX;
clickposY[shot] = clickmouseY;
shotmoveX[shot] = 8;
shotmoveY[shot] = 0;
shotgoX[shot] = 400;
shotgoY[shot] = 300;
}
}
}
}
if (mouse.LeftButton == ButtonState.Pressed)
{
if (mouseposY <= 300)
{
if (mouseposX > 400)
{
movepoint = (300 - mouseposY) / (mouseposX - 400);
if (movepoint < 300 && movepoint > 10) // (1)
{
tile_posY += 8;
tile_posX -= 0;
}
if (movepoint < 9.99999 && movepoint > 3.296703) // (2)
{
tile_posY += 7;
tile_posX -= 1;
}
if (movepoint < 3.296702 && movepoint > 1.886792) // (3)
{
tile_posY += 6;
tile_posX -= 2;
}
if (movepoint < 1.886791 && movepoint > 1.229508) // (3)
{
tile_posY += 5;
tile_posX -= 3;
}
if (movepoint < 1.229507 && movepoint > 0.8287293) // (4)
{
tile_posY += 4;
tile_posX -= 4;
}
if (movepoint < 0.8287292 && movepoint > 0.5538847) // (5)
{
tile_posY += 3;
tile_posX -= 5;
}
if (movepoint < 0.5538846 && movepoint > 0.3182957) // (6)
{
tile_posY += 2;
tile_posX -= 6;
}
if (movepoint < 0.3182957 && movepoint > 0.1052632) // (7)
{
tile_posY += 1;
tile_posX -= 7;
}
if (movepoint < 0.1052631 && movepoint > 0.002506266) // (8)
{
tile_posY += 0;
tile_posX -= 8;
}
}
if (mouseposX < 400)
{
movepoint = (300 - mouseposY) / (400 - mouseposX);
if (movepoint < 0.1 && movepoint > 0.0025) // (28)
{
tile_posY += 0;
tile_posX += 8;
}
if (movepoint < 0.295 && movepoint > 0.1025) // (29)
{
tile_posY += 1;
tile_posX += 7;
}
if (movepoint < 0.5175 && movepoint > 0.2975) // (30)
{
tile_posY += 2;
tile_posX += 6;
}
if (movepoint < 0.8064516 && movepoint > 0.52) // (31)
{
tile_posY += 3;
tile_posX += 5;
}
if (movepoint < 1.2 && movepoint > 0.8086253) // (32)
{
tile_posY += 4;
tile_posX += 4;
}
if (movepoint < 1.840491 && movepoint > 1.204819) // (33)
{
tile_posY += 5;
tile_posX += 3;
}
if (movepoint < 3.191489 && movepoint > 1.851852) // (34)
{
tile_posY += 6;
tile_posX += 2;
}
if (movepoint < 9.090909 && movepoint > 3.225806) // (35)
{
tile_posY += 7;
tile_posX += 1;
}
if (movepoint < 300 && movepoint > 9.375) // (28)
{
tile_posY += 8;
tile_posX += 0;
}
}
}
if (mouseposY >= 300)
{
if (mouseposX > 400)
{
movepoint = (300 - mouseposY) / (mouseposX - 400);
if (movepoint > -0.1 && movepoint < -0.0025) // (28)
{
tile_posY -= 0;
tile_posX -= 8;
}
if (movepoint > -0.295 && movepoint < -0.1025) // (29)
{
tile_posY -= 1;
tile_posX -= 7;
}
if (movepoint > -0.5175 && movepoint < -0.2975) // (30)
{
tile_posY -= 2;
tile_posX -= 6;
}
if (movepoint > -0.8064516 && movepoint < -0.52) // (31)
{
tile_posY -= 3;
tile_posX -= 5;
}
if (movepoint > -1.2 && movepoint < -0.8086253) // (32)
{
tile_posY -= 4;
tile_posX -= 4;
}
if (movepoint > -1.840491 && movepoint < -1.204819) // (33)
{
tile_posY -= 5;
tile_posX -= 3;
}
if (movepoint > -3.191489 && movepoint < -1.851852) // (34)
{
tile_posY -= 6;
tile_posX -= 2;
}
if (movepoint > -9.090909 && movepoint < -3.225806) // (35)
{
tile_posY -= 7;
tile_posX -= 1;
}
if (movepoint > -300 && movepoint < -9.375) // (28)
{
tile_posY -= 8;
tile_posX -= 0;
}
}
if (mouseposX < 400)
{
movepoint = (300 - mouseposY) / (400 - mouseposX);
if (movepoint > -300 && movepoint < -10) // (1)
{
tile_posY -= 8;
tile_posX += 0;
}
if (movepoint > -9.99999 && movepoint < -3.296703) // (2)
{
tile_posY -= 7;
tile_posX += 1;
}
if (movepoint > -3.296702 && movepoint < -1.886792) // (3)
{
tile_posY -= 6;
tile_posX += 2;
}
if (movepoint > -1.886791 && movepoint < -1.229508) // (3)
{
tile_posY -= 5;
tile_posX += 3;
}
if (movepoint > -1.229507 && movepoint < -0.8287293) // (4)
{
tile_posY -= 4;
tile_posX += 4;
}
if (movepoint > -0.8287292 && movepoint < -0.5538847) // (5)
{
tile_posY -= 3;
tile_posX += 5;
}
if (movepoint > -0.5538846 && movepoint < -0.3182957) // (6)
{
tile_posY -= 2;
tile_posX += 6;
}
if (movepoint > -0.3182957 && movepoint < -0.1052632) // (7)
{
tile_posY -= 1;
tile_posX += 7;
}
if (movepoint > -0.1052631 && movepoint < -0.002506266) // (8)
{
tile_posY -= 0;
tile_posX += 8;
}
}
}
}
if (ksState.IsKeyDown(Keys.Up))
{
tile_posX += 0;
tile_posY -= 1;
}
if (ksState.IsKeyDown(Keys.Down))
{
tile_posX += 0;
tile_posY += 1;
}
if (ksState.IsKeyDown(Keys.Left))
{
tile_posX -= 1;
tile_posY += 0;
}
if (ksState.IsKeyDown(Keys.Right))
{
tile_posX += 1;
tile_posY += 0;
}
if (ksState.IsKeyDown(Keys.Escape))
{
this.Exit();
}
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
this.graphics.GraphicsDevice.Clear(Color.White);
this.spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
for (int i = 0; i < map_hoehe; i++)
{
for (int j = 0; j < map_breite; j++)
{
test_tileposX = tile_breite * j + tile_posX;
test_tileposY = tile_hoehe * i + tile_posY;
if (test_tileposX >= -40)
{
if (test_tileposX <= 840)
{
if (test_tileposY >= -40)
{
if (test_tileposY <= 640)
{
spriteBatch.Draw(map_textures[0], new Vector2(test_tileposX, test_tileposY), Color.White);
spriteBatch.Draw(map_textures[tilemap[i, j]], new Vector2(test_tileposX, test_tileposY), Color.White);
}
}
}
}
}
}
for (int k = 0; k < 100; k++)
{
if (shotgoX[k] < 1300 && shotgoY[k] < 1300)
{
shotgoX[k] += geschwindigkeit;
shotgoY[k] += geschwindigkeit;
this.spriteBatch.Draw(this.tree, new Vector2(shotgoX[k], shotgoY[k]), Color.White);
}
}
this.spriteBatch.Draw(this.player, new Vector2(370, 200), Color.White);
this.spriteBatch.End();
Sprite.Begin();
Sprite.DrawString(Arial, "X: " + mouseposX, new Vector2(10, 10), Color.Black);
Sprite.DrawString(Arial, "Y: " + mouseposY, new Vector2(10, 26), Color.Black);
Sprite.DrawString(Arial, "MovePoint: " + movepoint, new Vector2(10, 42), Color.Black);
Sprite.DrawString(Arial, "clickposX[shot]: " + clickposX[shot], new Vector2(10, 58), Color.White);
Sprite.DrawString(Arial, "clickposY[shot]: " + clickposY[shot], new Vector2(10, 74), Color.White);
Sprite.DrawString(Arial, "shotmoveX[shot]: " + shotmoveX[shot], new Vector2(10, 90), Color.White);
Sprite.DrawString(Arial, "shotmoveY[shot]: " + shotmoveY[shot], new Vector2(10, 106), Color.White);
Sprite.DrawString(Arial, "shot: " + shot, new Vector2(10, 122), Color.White);
Sprite.End();
base.Draw(gameTime);
}
}
}
Mit folgendem Code, können Sie den Beitrag ganz bequem auf ihrer Homepage verlinken
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