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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; Scrolling scrolling1; //Background Scrolling scrolling2; //Background Animation player; //Character+Animation 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(); player = new Animation(Content.Load<Texture2D>("Frank"), new Vector2(100, 100), 47, 44); } /// <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); // TODO: use this.Content to load your game content here // player = new Animation(Content.Load<Texture2D>("Frank"), new Vector2(50, 50)); scrolling1 = new Scrolling(Content.Load<Texture2D>("Backgrounds/Background1"), new Rectangle(0, 0, 800, 500)); scrolling2 = new Scrolling(Content.Load<Texture2D>("Backgrounds/Background2"), new Rectangle(800, 0, 800, 500)); } /// <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 if (player.position.X > 650 && Keyboard.GetState().IsKeyDown(Keys.Right)) { if (scrolling2.rectangle.X + scrolling2.texture.Width <= 0) scrolling2.rectangle.X = scrolling1.rectangle.X + scrolling1.texture.Width; if (scrolling1.rectangle.X + scrolling1.texture.Width <= 0) scrolling1.rectangle.X = scrolling2.rectangle.X + scrolling2.texture.Width; scrolling1.Update(); scrolling2.Update(); } player.Update(gameTime); 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 spriteBatch.Begin(); scrolling1.Draw(spriteBatch); scrolling2.Draw(spriteBatch); player.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } } |
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace WindowsGame1 { class Animation { Texture2D texture; Rectangle rectangle; public Vector2 position; Vector2 origin; Vector2 velocity; int currentFrame; int frameHeight; int frameWidth; float timer; float interval=5; bool hasJumped; public Animation( Texture2D newTexture, Vector2 newPosition, int newFrameHeight, int newFrameWidth) { texture=newTexture; position=newPosition; frameHeight=newFrameHeight; frameWidth=newFrameWidth; hasJumped = true; } public void Update(GameTime gameTime) { rectangle = new Rectangle(currentFrame * frameWidth, 0, frameWidth, frameHeight); origin = new Vector2(rectangle.Width / 2, rectangle.Height / 2); position += velocity; if (Keyboard.GetState().IsKeyDown(Keys.Right) && position.X<=650) { AnimateRight(gameTime); velocity.X = 3; } else if (Keyboard.GetState().IsKeyDown(Keys.Left) && position.X>20) { AnimateLeft(gameTime); velocity.X = -3; } else { velocity.X = 0f; } if (Keyboard.GetState().IsKeyDown(Keys.Space) && hasJumped == false) { position.Y -= 15f; //sprunggeschwindigkeit velocity.Y = -10f; //sprunghöhe hasJumped = true; } if (hasJumped == true) { float i = 1; velocity.Y += 0.5f * i; //fallgeschwindigkeit } if (position.Y + texture.Height >= 450) hasJumped = false; if (hasJumped == false) velocity.Y = 0f; } public void AnimateRight(GameTime gameTime) { timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds / 2; if (timer>interval) { currentFrame++; timer = 0; if (currentFrame>3) { currentFrame = 0; } } } public void AnimateLeft(GameTime gameTime) { timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds / 2; if (timer > interval) { currentFrame++; timer = 0; if (currentFrame > 7 || currentFrame < 4) { currentFrame = 4; } } } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, rectangle, Color.White, 0f, origin, 1.0f, SpriteEffects.None,0); } } } |
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace WindowsGame1 { class Backgrounds { public Texture2D texture; public Rectangle rectangle; public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, rectangle, Color.White); } } class Scrolling : Backgrounds { public Scrolling(Texture2D newTexture, Rectangle newRectangle) { texture = newTexture; rectangle = newRectangle; } public void Update() { rectangle.X -= 3; //scrollgeschwindigkeit } } } |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »darkFluppi« (18.06.2012, 13:42)
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