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whiteRectangle = new Texture2D(GraphicsDevice, 1, 1); whiteRectangle.SetData(new[] { Color.White }); |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Wirago« (10.11.2016, 13:56)
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double wi_probability = 0.001; if (rand.NextDouble() < wi_probability) { Color[] data = new Color[texture.Width * texture.Height]; texture.GetData(data); data[randomNumber] = Color.White; texture.SetData(data); } |
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namespace StrategicGame { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch generalSpriteBatch; Vector4 battlefield = new Vector4(); int _g; Dictionary<int, string> seasons = new Dictionary<int, string>(); int currentSeasonIndex = 1; KeyboardState oldState; List<Tile> battlefieldList = new List<Tile>(); Dictionary<string, Texture2D> textureList; Dictionary<string, SpriteFont> fontList; Random rand = new Random(); Vector2 numberPosition = new Vector2(25, 25); 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() { textureList = ContentLoader.LoadListContent<Texture2D>(Content, "Sprites"); fontList = ContentLoader.LoadListContent<SpriteFont>(Content, "Fonts"); generalSpriteBatch = new SpriteBatch(GraphicsDevice); battlefield.X = 0; battlefield.Y = 0; battlefield.W = 100; //width battlefield.Z = 100; //height seasons.Add(1, "Spring"); seasons.Add(2, "Summer"); seasons.Add(3, "Autumn"); seasons.Add(4, "Winter"); Texture2D grass = new Texture2D(GraphicsDevice, 1, 1); grass = textureList["grass"]; Color[] dataPainted = new Color[textureList["grass"].Width * textureList["grass"].Height]; textureList["grass"].GetData(dataPainted); _g = dataPainted.GetHashCode(); double texHeight = grass.Height, texWidth = grass.Width; double numberOfTilesVertical = (double)GraphicsDevice.Viewport.Height / (double)texHeight; double numberOfTilesHorizontal = (double)GraphicsDevice.Viewport.Width / (double)texWidth; double digitsAfterDotVert = Math.Round(numberOfTilesVertical - Math.Round(numberOfTilesVertical, 0), 3), digitsAfterDotHori = Math.Round(numberOfTilesHorizontal - Math.Round(numberOfTilesHorizontal, 0), 3); numberOfTilesVertical = numberOfTilesVertical - digitsAfterDotVert; numberOfTilesHorizontal = numberOfTilesHorizontal - digitsAfterDotHori; texHeight = (double)GraphicsDevice.Viewport.Height / numberOfTilesVertical; texWidth = (double)GraphicsDevice.Viewport.Width / numberOfTilesHorizontal; Vector2 proportions = new Vector2(((float)texWidth / (float)grass.Width), ((float)texHeight / (float)grass.Height)); for (int i = 0; i < numberOfTilesHorizontal; i++) { for (int j = 0; j < numberOfTilesVertical; j++) { float posX = (float)texWidth * i; float posY = (float)texHeight * j; Tile _tile = new Tile(); _tile.Position = new Vector2(posX, posY); _tile.Proportions = proportions; _tile.Texture = grass; _tile.Texture.Name = "grass"; battlefieldList.Add(_tile); } } } /// <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(); UpdateInput(gameTime); GraphicsDevice.Textures[0] = null; for (int i = 0; i < battlefieldList.Count; i++) { Tile _tile = new Tile(battlefieldList[i]); Texture2D texture = _tile.Texture; int randomNumber = rand.Next(0, texture.Width * texture.Height); switch (seasons[currentSeasonIndex]) { case "Spring": double sp_probability = 0.000001; if (rand.NextDouble() < sp_probability) { Color[] data = new Color[texture.Width * texture.Height]; texture.GetData(data); data[randomNumber] = Color.White; texture.SetData(data); } break; case "Summer": double su_probability = 1; if (rand.NextDouble() < su_probability) { Texture2D originalTexture = new Texture2D(GraphicsDevice, 1, 1); originalTexture = textureList[texture.Name]; Color[] dataPainted = new Color[texture.Width * texture.Height]; Color[] dataOriginal = new Color[originalTexture.Width * originalTexture.Height]; //texture.GetData(dataPainted); originalTexture.GetData(dataOriginal); int sdfgsdf = dataOriginal.GetHashCode(); //Color dO = dataOriginal[randomNumber]; //dataPainted[randomNumber] = dO; //texture.SetData(dataPainted); texture = originalTexture; } break; case "Autumn": double au_probability = 0.001; if (rand.NextDouble() < au_probability) { Color[] data = new Color[texture.Width * texture.Height]; texture.GetData(data); data[randomNumber] = Color.Blue; texture.SetData(data); } break; case "Winter": double wi_probability = 0.001; if (rand.NextDouble() < wi_probability) { Color[] data = new Color[texture.Width * texture.Height]; texture.GetData(data); data[randomNumber] = Color.White; texture.SetData(data); } break; } battlefieldList[i] = _tile; } // TODO: Add your update logic here base.Update(gameTime); } private void UpdateInput(GameTime gameTime) { KeyboardState newState = Keyboard.GetState(); if (oldState != newState && newState.IsKeyDown(Keys.Up)) { currentSeasonIndex += 1; if (currentSeasonIndex > seasons.Count) { currentSeasonIndex = 1; } } else if (oldState != newState && newState.IsKeyDown(Keys.Down)) { currentSeasonIndex -= 1; if (currentSeasonIndex <= 0) { currentSeasonIndex = seasons.Count; } } oldState = newState; } /// <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); generalSpriteBatch.Begin(); for (int i = 0; i < battlefieldList.Count; i++) { generalSpriteBatch.Draw(battlefieldList[i].Texture, battlefieldList[i].Position, null, Color.White, 0f, battlefieldList[i].Proportions / 2, battlefieldList[i].Proportions, SpriteEffects.None, battlefieldList[i].drawIndex); } generalSpriteBatch.DrawString(fontList["SpriteFont1"], currentSeasonIndex.ToString(), numberPosition, Color.White, 0, fontList["SpriteFont1"].MeasureString(currentSeasonIndex.ToString()) / 2, 1.0f, SpriteEffects.None, 1.0f); generalSpriteBatch.End(); base.Draw(gameTime); } } } |
Da seid ihr ja aber der Meinung, dass das keine gute Idee ist, aber warum?
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//Siehe Argument : Orange Flocken! generalSpriteBatch.Draw(battlefieldList[i].Texture, battlefieldList[i].Position, null, Color.Orange, 0f, battlefieldList[i].Proportions / 2, battlefieldList[i].Proportions, SpriteEffects.None, battlefieldList[i].drawIndex); |
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Zitat
generalSpriteBatch.Draw(battlefieldList.Texture, battlefieldList[i].Position, null, Color.Orange, 0f, battlefieldList[i].Proportions / 2, battlefieldList[i].Proportions, SpriteEffects.None, battlefieldList[i].drawIndex);
Einfach so glauben ist ja schön und gut, wenn es funktioniert.
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for (int i = 0; i < battlefieldList.Count; i++) { generalSpriteBatch.Draw(mainTexture, battlefieldList[i].Position, null, battlefieldList[i].Color, 0f, battlefieldList[i].Proportions / 2, battlefieldList[i].Proportions, SpriteEffects.None, battlefieldList[i].drawIndex); } |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »TrommlBomml« (15.11.2016, 16:12)
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