Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2055 / 30 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Теги:
Самостоятельная работа 3:
Координаты, преобразования
Реализация
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 Lab3 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; VertexDeclaration vd; VertexPositionColor[] vertices; int[] indices; VertexPositionColor[] axis; int[] axisIndices; BasicEffect effect; 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 effect = new BasicEffect(GraphicsDevice, null); vd = new VertexDeclaration(GraphicsDevice, VertexPositionColor.VertexElements); vertices = new VertexPositionColor[8]; // Цвета для вершин задавать необязательно, так как цвет будет задан при отрисовке vertices[0].Position = new Vector3(-0.5f, 0.5f, 0.5f); vertices[1].Position = new Vector3(0.5f, 0.5f, 0.5f); vertices[2].Position = new Vector3(0.5f, -0.5f, 0.5f); vertices[3].Position = new Vector3(-0.5f, -0.5f, 0.5f); vertices[4].Position = new Vector3(0.5f, 0.5f, -0.5f); vertices[5].Position = new Vector3(-0.5f, 0.5f, -0.5f); vertices[6].Position = new Vector3(-0.5f, -0.5f, -0.5f); vertices[7].Position = new Vector3(0.5f, -0.5f, -0.5f); indices = new int[] { 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 2, 1, 4, 4, 7, 2, 6, 5, 0, 0, 3, 6, 1, 0, 5, 5, 4, 1, 3, 2, 7, 7, 6, 3 }; axis = new VertexPositionColor[4]; axis[0].Position = Vector3.Zero; axis[1].Position = new Vector3(3, 0, 0); axis[2].Position = new Vector3(0, 3, 0); axis[3].Position = new Vector3(0, 0, 3); axisIndices = new int[] { 0, 1, 0, 2, 0, 3}; 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 } /// <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.Black); // Включение каркасного режима отображения GraphicsDevice.RenderState.FillMode = FillMode.WireFrame; // Выключение отбраковки невидимых вершин GraphicsDevice.RenderState.CullMode = CullMode.None; // TODO: Add your drawing code here Matrix world = Matrix.Identity;//Matrix.CreateRotationY((float)gameTime.TotalGameTime.TotalSeconds); Matrix view = Matrix.CreateLookAt(new Vector3(0.5f, 1, 5), Vector3.Zero, Vector3.Up); Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 1, 10); GraphicsDevice.VertexDeclaration = vd; effect.World = world; effect.View = view; effect.Projection = proj; effect.DiffuseColor = new Vector3(1, 1, 1); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.LineList, axis, 0, axis.Length, axisIndices, 0, axisIndices.Length / 2); pass.End(); } effect.End(); effect.Begin(); effect.DiffuseColor = new Vector3(1, 0, 1); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3); pass.End(); } effect.End(); effect.World = Matrix.CreateTranslation(0, 1, 0); effect.Begin(); effect.DiffuseColor = new Vector3(1, 0, 0); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3); pass.End(); } effect.End(); effect.World = Matrix.CreateScale(2); effect.Begin(); effect.DiffuseColor = new Vector3(0, 1, 0); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3); pass.End(); } effect.End(); base.Draw(gameTime); } } }