程序环境:VS2010和XNA Game Studio 4.0插件,具体可以下载
这个是笔者的下载地址1.新建一个项目选中Windows Game(4.0),建立会有两个工程,上面一个工程负责代码实现,下面的content则包含了项目所有资源,图片声音模型首先,先看一下One(move)这个工程,它下面有个Game1,program这些文件,打开Game1////// 所有的game都继承自Microsoft.Xna.Framework.Game /// public class Game1 : Microsoft.Xna.Framework.Game { //它提供了访问PC、Xbox360以及wp7图形设备的途径 GraphicsDeviceManager graphics; //绘制精灵,可以理解为一个2D,3D图像 SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } ////// 初始化各种数据和方法,和.net的Initialize()差不多的意义,这里是程序执行的第一步 /// protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } ////// 这里加载各种资源 /// 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 } ////// 释放资源 /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } ////// 这里会进行一个刷新动作,默认每秒钟60次,这样就相当于界面在动态 /// /// Provides a snapshot of timing values. 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); } ////// 这里是和Update相同的,动态刷新,但是尽量在这里少做处理,所有的处理,逻辑,最好放在Update中 /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here base.Draw(gameTime); } }
一个XNA的生命周期是:Initialize()->LoadContent()->Update()和Draw()循环->UnLoadContet()
接着我加入一张图片,你可以右键添加,也可以直接复制,然后包含在项目中加载图片protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); dog = Content.Load(@"Image/dog"); // TODO: use this.Content to load your game content here }
在Draw函数中,让加载后的图片画出来
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(dog, Vector2.Zero, null, Color.White); spriteBatch.End(); base.Draw(gameTime); }
运行,就能看到图片了
然后,我们要让图片动起来,我们在程序里定义一个图片初始位置和一个图片的运行速度Vector2 beginPosition = Vector2.Zero; float speed = 3f;
在Update中加入判断
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 beginPosition.X += speed; if (beginPosition.X > Window.ClientBounds.Width - dog.Width || beginPosition.X < 0) speed *= -1; base.Update(gameTime); }
Draw函数中
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); //spriteBatch.Draw(dog, Vector2.Zero, null, Color.White); spriteBatch.Draw(dog, beginPosition, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); }
这就是一个简单的XNA图片运动的程序
在wpf中,可以通过Animation来指定开始和结束进行动画,和XNA能做到相同的效果。只是笔者个人做3D的时候遇到一些瓶颈,wpf有些满足不了想法,所以试着学一下XNA看看能不能解决,以后会继续看下去,仅仅是个人爱好若有相似想法,可以讨论 源代码:files.cnblogs.com/fish124423/XNA.rar