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我正在使用 C# 制作的游戏是 Square Chase。您将鼠标悬停在块上并在它移动之前单击它。计时器将在后台倒计时,并且块上的每个“标签”都会将分数提高 1。您可以通过示例进行 XNA 4.0 游戏开发项目。这是 2010 C#,项​​目类型是 Windows Game (4.0)。

现在我想给它添加额外的东西。每次他们单击该块时,我都想花 5 秒的时间,但我不知道它是否有效,所以我需要让剩余的时间可见。每次你撞到广场时,我都想让它变小。

代码:(在更新和 if 语句中,我已经按时完成了减法,但希望通过使其可见来确保其工作)谢谢

我需要知道如何下沉,在大图像中,我需要知道如何在屏幕上显示浮动。

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 RFSquareChase
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Random rand = new Random ();
        Texture2D squareTexture;
        Rectangle currentSquare;
        int playerScore = 0;
        float timeRemaining = 0.0f;
        const float TimePerSquare = 0.75f;
        Color [] colors = new Color[3] { Color.Red, Color.Green, Color.Blue };

        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();

            this.IsMouseVisible = true;
        }

        /// <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);

            squareTexture = Content.Load<Texture2D>(@"SQUARE");

            // 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
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            if (timeRemaining == 0.0f)
            {
                currentSquare = new Rectangle(
                    rand.Next(0, this.Window.ClientBounds.Width - 25),
                    rand.Next(0, this.Window.ClientBounds.Height - 25),
                    25, 25);
                timeRemaining = TimePerSquare;
            }

            MouseState mouse = Mouse.GetState();

            if ((mouse.LeftButton == ButtonState.Pressed) && 
                (currentSquare.Contains(mouse.X, mouse.Y)))
            {
                playerScore++;
                timeRemaining = 0.0f;
                timeRemaining = timeRemaining - 5;
            }
            timeRemaining = MathHelper.Max(0, timeRemaining - (float)gameTime.ElapsedGameTime.TotalSeconds);

            this.Window.Title = "Score : " + playerScore.ToString();

            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.Gray);

            spriteBatch.Begin();
            spriteBatch.Draw(
                squareTexture,
                currentSquare,
                colors[playerScore % 3]);
            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
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1 回答 1

0

要在屏幕上显示浮点数,您只需使用,并且仅显示您想要的小数spriteBatch.DrawString可能很有用。Math.Round正如你在这里看到的。

要更改精灵的尺寸,您可以scalespriteBatch.Draw. 正如你在这里看到的

于 2013-09-12T15:06:59.717 回答