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Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2068 / 33 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Самостоятельная работа 1:
Практика. Перемещение объектов в 2D пространстве
Реализация:
В следующем листинге приведена простая реализация без зацикливания и обработки пользовательского ввода:
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;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace Lab1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D sprite;
int width;
int height;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
width = graphics.PreferredBackBufferWidth = 800;
height = 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
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);
// TODO: use this.Content to load your game content here
sprite = Content.Load<Texture2D>("hero");
}
/// <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
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);
// TODO: Add your drawing code here
// Координаты левого верхнего угла экрана
Vector2 pos = new Vector2(0, 0);
if (gameTime.TotalGameTime.TotalSeconds > 1)
{
// Координаты правого верхнего угла экрана
pos = new Vector2(width - sprite.Width, 0);
}
if (gameTime.TotalGameTime.TotalSeconds > 2)
{
pos = new Vector2(width - sprite.Width, height - sprite.Height);
}
if (gameTime.TotalGameTime.TotalSeconds > 3)
{
pos = new Vector2(0, height - sprite.Height);
}
if (gameTime.TotalGameTime.TotalSeconds > 4)
{
pos = new Vector2(width / 2 - sprite.Width / 2, height/2 - sprite.Height/2);
}
spriteBatch.Begin();
spriteBatch.Draw(sprite, pos, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}