所以几个月前我刚开始学习 C# 代码,我想在一个完整的步行周期中获得一个精灵。
我在 PNG 图像上进行了步行循环。这显然是一系列单独的图像,显示了步行周期的不同阶段。现在我已将其纳入我的项目/解决方案中,我在 Visual Studio 2010 中将其作为 Windows Game 4.0 进行。
而且我已经走了很远,所以我开始尝试设置 srcRect 和 destRect 。但我设法在屏幕上显示的只是图像从左到右快速滑动,然后无限向右移动。我通过使用 srcRect.X += srcRect.width 线实现了这一点。
但我想做的是让这个动作慢得多。当拇指杆向右推时,我希望 destRect 在屏幕上向右移动,并且在发生这种情况时,我希望它在我的步行周期中向右滑动。
我变得非常混乱,我是一个初学者,所以对此的任何帮助将不胜感激!以下是我到目前为止的代码!
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 fra_walk
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GamePadState pad1, oldpad1;
Rectangle srcRect;
struct Rect
{
public Rectangle destRect;
public Rectangle frame;
public Point velocity;
}
Rect destRect;
struct Wright
{
public Texture2D txr;
public Rectangle frame;
}
Wright walkright;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
}
/// <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
destRect.velocity = new Point(0, 0);
destRect.frame = new Rectangle(400, 400, 83, 170);
srcRect = new Rectangle(0, 0, 64, 170);
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()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
walkright.txr = Content.Load<Texture2D>("walk right");
// TODO: use this.Content to load your game content here
}
/// <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
GamePadState pad1 = GamePad.GetState(PlayerIndex.One);
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
srcRect.X += srcRect.Width;
// if ((pad1.ThumbSticks.Left.X == 1.0f)
// && (oldpad1.ThumbSticks.Left.X == 1.0f))
// {
// srcRect.X += destRect.frame.Width;
// }
oldpad1 = pad1;
// TODO: Add your update logic here
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);
spriteBatch.Begin();
spriteBatch.Draw(walkright.txr, destRect.frame, srcRect, Color.White);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}