(GraphicsDevice); }
"The LoadContent method is called during initialization. When a DeviceReset event occurs, the game content must also be reloaded. This function will also be called.
protected override void UnloadContent() { }
UnloadContent is called when the graphic resources need to be detached, that is, the graphics resources of any specific game should be detached here.
protected override void Update(GameTime
masked and merged by the color of the current part and the color of the image)-Pass in the new RenderMaterial as the final parameter of FixtureFactory. CreateRectangle In the fixture of the floor and box.
protected override void Update(GameTime gameTime){ // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if (MyWorld != null)
in the array var now = new Date (); var Image; // the random var Divs; // random layer var count = 0; // point system var key; // The value of the keyboard var amounts = 1; // The number of letter pictures displayed var gametime = 30; // control the game time var gametimes; // The time is 0 var gametimess = 30; // display the clock variable var time1; // setInterval variable var time2 = 5000; // set the setInterval time var time3; var tab; // used to
once per game and was the place to load///All of your content. /// protected Override voidloadcontent () {//Create A new spritebatch, which can be used to draw textures.SpriteBatch =NewSpriteBatch (GraphicsDevice); //@ means ignore escape charactersTexture = content.load@"Images/helloworld"); //Todo:use this. Content to load your game content here } /// ///unloadcontent'll be called once per game and was the place to unload///All content. /// protected Over
SpriteBatch (GraphicsDevice );
Font = this. Content. Load Vector2 textSize = font. MeasureString (text );Viewport viewpoint = this. GraphicsDevice. Viewport;
This. textPosition = new Vector2 (viewpoint. Width-textSize. X)/2,(Viewpoint. Height-textSize. Y)/2 );// TODO: use this. Content to load your game content here}
/// /// UnloadContent will be called once per game and is the place to unload/// All content./// Protected override void UnloadContent (){// TODO: Unload any non ContentManager con
is automatically called after each update method of the game class is called.
If your component has something to draw, you can inherit from the drawablegamecomponent class rather than the gamecomponent class, so that the component class will contain a draw method, it will be called after the draw method of the game class.
Note:At the end of the initialize method of the game class, base. initialize is called.CodeThe initialize method of all the gamecomponent classes is called. In other metho
AnimationController to start a new animationclip, as shown next:animationController.StartClip(skinnedModel.AnimationClips["Idle"]);The StartClip method receives as its parameter the animation clipto be started. You can access the animated model animations through theAnimationClips property of the SkinnedModel class, and you can query theanimation clips by their name or index. After starting an animation clip, youneed to keep updating the AnimationController constantly. You can do thatcalling th
method is negligible. The text displayed by the program is fixed at a specific position. All necessary calculations have been executed in the loadcontent method. Therefore, you do not need to make any changes to the update method, but simply keep the appearance of the xNa game studio when it was initially created:
XNaProject:XnahellophoneFile:Game1.cs(Excerpt)
Protected override void Update (gametime)
{
If (gamepad. getstate (playerindex. One). Butto
After vs 2008 and xNa gamestudio 3.0 are installed, we can start to learn xNa.
First, create an xNa gamestudio 2008 project in vs 3.0 (select the Windows game type) to generate the simplest and runnable game template.
Next we will focus on the game1 class inherited from Microsoft. xNa. Framework. game. The Code is as follows:
Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/-->Public class game1: Microsoft. xNa. Framework. Game
{
Graphicsdevicemanage
);} public override void Update (GameTime gameTime) {// AudioEngine. update ()-When each frame is used, the AudioEngine must make some adjustments to the sound under its jurisdiction. In order to make the sound play normally at any time, this method _ audioEngine must be called every frame. update (); base. update (gameTime);} public override void Draw (
Your initialization logic here Base. Initialize (); } /// ///loadcontent'll be called once per game and was the place to load///All of your content. /// protected Override voidloadcontent () {//Create A new spritebatch, which can be used to draw textures.SpriteBatch =NewSpriteBatch (GraphicsDevice); //@ means ignore escape charactersTexture = content.load@"Images/logo"); Texturetransparent= Content.load@"Images/logo_trans"); //Todo:use this. Content to l
Override voidInitialize () {//Todo:add Your initialization logic here Base. Initialize (); } /// ///loadcontent'll be called once per game and was the place to load///All of your content. /// protected Override voidloadcontent () {//Create A new spritebatch, which can be used to draw textures.SpriteBatch =NewSpriteBatch (GraphicsDevice); //Todo:use this. Content to load your game content hereTexture= Content.load@"images\threerings"); } ///
such as marketplace and Xbox Live. However, it is worth noting that the methods provided by the guide class are asynchronous calls rather than synchronous calls. It is also understandable that the game's processing process is time-driven, therefore, no operation should block the main game thread.
Here is the description of the guide class call MessageBox and the soft keyboard:
Http://msdn.microsoft.com/en-us/library/ff827869.aspx
Http://msdn.microsoft.com/en-us/library/ff827868.aspx
However, th
there are more than 20,000 words, So it's particularly slow to compile, and sometimes it makes vs2010 unresponsive. From this view, to develop XNA Chinese version of the game, the machine must be better, or even the compiler can not pass.
First XNA Program Hello world!
A Create the XNA project, add the Spritefont font file under Content Engineering, and configure the fonts you want to use.
In the Game1.cs file, add the code:
protected override void Draw(
coordcross (device) ;}protected override void unloadcontent (){}
You need to change the view matrix so that the user can input the Mobile Camera and put it in the update process of the program.
Protected override void Update (gametime) {If (gamepad. getstate (playerindex. one ). buttons. back = buttonstate. pressed) This. exit (); vector3 camposition = new vector3 (10, 10,-10); vector3 camtarget = new vector3 (0, 0, 0); vector3 camupvector = new v
();} /// /// Loadcontent will be called once per game and is the place to load /// All of your content. /// 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 Rotationfont = content. Load " Rotationfont " );} /// /// Unloadcontent will be called once per game and is the place to un
, camerarotation); cameraposition + = movespeed * inputs; Code
In this method, the camera only needs to save the current position and rotation, and the view matrix must be updated when the position and rotation change. These changes usually come from user input. You can see the specific implementation in the 2-3 and 2-4 tutorials. Each matrix needs to be initialized. First, you need to set the camerarotation matrix as the unit matrix.
Protected override void initialize () {float viewangle = ma
folder address ). The fontname column displays all fonts that can be specified. For example, if the word is called Times New Roman (TrueType), you must specify Times New Roman as the fontname attribute.
Note:When compiled on another computerCodeThis font must be installed on the computer, or an error will be reported.
Beware:When you publish yourProgramMake sure that you have checked the copyright of the font.
After creating the spritefont file, add a spritefont variable to the class:
S
draw textures. Spritebatch = New Spritebatch (graphicsdevice ); // Todo: Use this. content to load your game content here // Load font Resources Readingsfont = content. Load " Readings " );} /// /// Unloadcontent will be called once per game and is the place to unload /// All content. /// Protected Override Void Unloadcontent (){ // Todo: unload any non contentmanager content here Accelerometer. Stop ();} /// /// Allows the game to run lo
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