我想制作一个具有 Silverlight 菜单的应用程序,但该应用程序的游戏部分是 XNA。我正在尝试使用此示例游戏中的代码和在 Silverlight 中进行 XNA 渲染的方法来使 Silverlight/XNA 拆分工作。结合这两个教程,我的源代码如下所示:
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.Input.Touch;
using Microsoft.Xna.Framework.Media;
using Microsoft.Phone.Controls;
using System.Windows.Navigation;
namespace FYP
{
public partial class GamePage : PhoneApplicationPage
{
GameTimer timer;
SpriteBatch spriteBatch;
Texture2D ballTexture;
IList<Ball> balls = new List<Ball>();
bool touching = false;
public GamePage(ContentManager contentManager)
{
InitializeComponent();
//base.Initialize();
// Create a timer for this page
timer = new GameTimer();
timer.UpdateInterval = TimeSpan.FromTicks(333333);
//timer.Update += OnUpdate;
//timer.Draw += OnDraw;
// TODO: use this.Content to load your game content here
ballTexture = contentManager.Load<Texture2D>("Ball");
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
base.OnNavigatedTo(e);
// Set the sharing mode of the graphics device to turn on XNA rendering
SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);
timer.Start();
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
base.OnNavigatedFrom(e);
// Set the sharing mode of the graphics device to turn off XNA rendering
SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false);
// Stop the timer
timer.Stop();
}
private void OnUpdate(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
//this.Exit();
// TODO: Add your update logic here
//base.Update(gameTime);
HandleTouches();
UpdateBalls();
}
private void OnDraw(GameTime gameTime)
{
SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.White);
// TODO: Add your drawing code here
foreach (Ball ball in balls)
{
ball.Draw(spriteBatch);
}
//base.Draw(gameTime);
}
private void HandleTouches()
{
TouchCollection touches = TouchPanel.GetState();
if (!touching && touches.Count > 0)
{
touching = true;
Random random = new Random(DateTime.Now.Millisecond);
Color ballColor = new Color(random.Next(255), random.Next(255), random.Next(255));
Vector2 velocity = new Vector2((random.NextDouble() > .5 ? -1 : 1) * random.Next(9), (random.NextDouble() > .5 ? -1 : 1) * random.Next(9)) + Vector2.UnitX + Vector2.UnitY;
//Vector2 center = new Vector2((float)SharedGraphicsDeviceManager.Current.GraphicsDevice.Viewport.Width / 2, (float)SharedGraphicsDeviceManager.Current.GraphicsDevice.Height / 2);
Vector2 center = new Vector2((float)SharedGraphicsDeviceManager.Current.GraphicsDevice.Viewport.Width / 2, 200);
float radius = 25f * (float)random.NextDouble() + 5f;
balls.Add(new Ball(this, ballColor, ballTexture, center, velocity, radius));
}
else if (touches.Count == 0)
{
touching = false;
}
}
private void UpdateBalls()
{
foreach (Ball ball in balls)
{
ball.Update();
}
}
}
}
我不明白 base 是如何工作的,我不得不注释掉 base.initialize、更新和绘制但是 base.OnNavigatedFrom 有效。
另外,我应该能够让我的代码在理论上工作吗?我发现它非常复杂,尽管阅读有关 XNA/Silverlight 的信息是可能的,但我找不到任何人们成功地将 XNA 和 Silverlight 组合到同一个应用程序中的源代码。