Evaluation six, timer and rewards and punishments and evaluation
It's time for us to join our timer, and I'm going to start timing from the beginning of the game and keep updating to the screen, and the timer stops working after the game is over.
First, the current moment is recorded at the time of initialization:
gametime=0;
Gametimeoffset=system.currenttimemillis ();
In the future, as long as the game does not gameover in each update cycl
need a nudge in the right direction for things to start making sense with OOP. since we dont want to get too complex lets just start out with a basic sprite class that all sprites will inherit from.
Knowing OOP and Applying OOP in practice cannot be simply classified.
using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Game { public class Sprite { private Texture2D _texture; protected Vector2 _positi
When the VS 2008 and XNA Gamestudio 3.0 are installed, we can begin to learn the XNA.
First, creating a new XNA Gamestudio 3.0 project in VS 2008 (Choosing a Windows game type) generates one of the simplest, running game templates.
Next we turn our attention to the focus we are trying to dissect--the Game1 class inherited from Microsoft.Xna.Framework.Game, whose code is as follows:
public class Game1:Microsoft.Xna.Framework.Game { Graphicsdevicemanager graphics; SpriteBatch SpriteBatch;
Override Void Initialize (){ // Todo: add your initialization logic here Base . Initialize ();} /// /// Load various resources here /// 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 } /// /// Release resources /// Protected Override Void Unload
Vi. Timer, rewards and punishments and evaluationWe should add our timer. I want to start timing from the beginning of the game and constantly update it to the screen. After the game is over, the timer will stop working.First, record the current time during initialization:Gametime = 0;Gametimeoffset = System. currentTimeMillis ();In the future, as long as the game does not have gameover, the calculation will be performed once in each update cycle:Gametime = (System. currentTimeMillis ()-gametime
[Original] AlexWhen you use targetelapsedtime to change the screen refresh frequency too high and xNa cannot be reached, gametime. isrunningslowly = true;
Pass the gametime parameter to the update Method to Determine gametime. isrunningslowly
Code
Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/-->
Using
Function module: Program Design:
1. You can select the game time to display the countdown. 1. Define global variables.
2. The number of English letters can be selected. 2. Control the game time function.
3. Statistical score 3. animation effect
4. Menu Options 4. Set the time when the letter image appears
5. Judgment Functions
6. game menu
7. Game time options
8. Display game time
9. game difficulty options
10. Game score
First: (PS: the artist is a hard injury)
Main code design:
Copy codeT
an odd number in the ArrayVar now = new Date ();Var Image; // The Image is randomly displayed.Var Divs; // random appearance LayerVar count = 0; // Credit SystemVar key; // The value of the keyboard.Var amounts = 1; // Number of letter images displayedVar gametime = 30; // control the game timeVar gametimes; // The time is 0.Var gametimess = 30; // display the clock variableVar time1; // setInterval variableVar time2 = 5000; // set the setInterval ti
Function module: Program Design:1. You can select the game time to display the countdown. 1. Define global variables.2. The number of English letters can be selected. 2. Control the game time function.3. Statistical score 3. animation effect4. Menu Options 4. Set the time when the letter image appears5. Judgment Functions6. game menu7. Game time options8. Display game time9. game difficulty options10. Game score First: (PS: the artist is a hard injury)Main code design:Copy codeThe Code is as f
. Content. Load Spritefont > ( " Spritefont1 " ); // Load font Resources Textsize = Spritefont1.measurestring ( " Hello, xNa! " ); // Returns the height and width of a character. Textposition = New Vector2 ( 0 , 0 );} /// /// Withdraw the game and reclaim Resources /// Protected Override Void Unloadcontent (){ // Todo: unload any non contentmanager content here } /// /// Update Processing before creating a game /// /// Current Time ob
Var amounts=1;//
Var gametime=30;//control of game time
var gametimes;//time is 0
var gametimess=30;//display clock variable
var time1;//setinterval variable
var time2=5000;//set setinterval time
var Time3;
var tab;//is used to record, pass the value of TabIndex focus position
--------write this in order to be compatible with the FF browser-------
var plug = {
Addevent:function (o,e,f) {
if (O.addeventlistener) {
O.addeventlistener (E,f,f
(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)
send some data to other players in the session. In this example, the number of minutes and seconds that the sender program runs.
Then, you listen for available data. If there is available data, you will receive two numbers, put them in a string, and display them on the screen.
To send and receive data, you need a packetwriter object and a packetreader object.CodeAdd these two variables:
Packetwriter writer = new packetwriter (); packetreader reader = new packetreader ();
There is no reas
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
The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion;
products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the
content of the page makes you feel confusing, please write us an email, we will handle the problem
within 5 days after receiving your email.
If you find any instances of plagiarism from the community, please send an email to:
info-contact@alibabacloud.com
and provide relevant evidence. A staff member will contact you within 5 working days.