2009年9月10日 星期四

XNA小塔射飛碟(IV) 把砲塔的頭加上去



//Game1.cs檔案
using System;
using System.Collections.Generic;
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.Net;
using Microsoft.Xna.Framework.Storage;

namespace BG_3D
{
///
/// This is the main type for your game
///

public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;

GameObject terrain = new GameObject();
GameObject missileLauncherBase = new GameObject();
GameObject missileLauncherHead = new GameObject();

Vector3 cameraPosition = new Vector3(0.0f, 60.0f, 160.0f);
Vector3 cameraLookAt = new Vector3(0.0f, 50.0f, 0.0f);
Matrix cameraProjectionMatrix;
Matrix cameraViewMatrix;

public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}

///
/// 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.
///

protected override void Initialize()
{
// TODO: Add your initialization logic here

base.Initialize();
}

///
/// 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);

cameraViewMatrix = Matrix.CreateLookAt(
cameraPosition,
cameraLookAt,
Vector3.Up);

cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f),
graphics.GraphicsDevice.Viewport.AspectRatio,
1.0f,
10000.0f);

terrain.model = Content.Load(
"Models\\terrain");

missileLauncherBase.model = Content.Load(
"Models\\launcher_base");
missileLauncherBase.scale = 0.2f;

missileLauncherHead.model = Content.Load(
"Models\\launcher_head");
missileLauncherHead.scale = 0.2f;
missileLauncherHead.position =
missileLauncherBase.position +
new Vector3(0.0f, 20.0f, 0.0f);

// 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 content here
}

///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///

/// 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();

GamePadState gamePadState = GamePad.GetState(
PlayerIndex.One);

missileLauncherHead.rotation.Y -=
gamePadState.ThumbSticks.Left.X * 0.1f;

missileLauncherHead.rotation.X +=
gamePadState.ThumbSticks.Left.Y * 0.1f;

#if !XBOX
KeyboardState keyboardState = Keyboard.GetState();

if(keyboardState.IsKeyDown(Keys.Left))
{
missileLauncherHead.rotation.Y += 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Right))
{
missileLauncherHead.rotation.Y -= 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Up))
{
missileLauncherHead.rotation.X += 0.05f;
}
if(keyboardState.IsKeyDown(Keys.Down))
{
missileLauncherHead.rotation.X -= 0.05f;
}
#endif

missileLauncherHead.rotation.Y = MathHelper.Clamp(
missileLauncherHead.rotation.Y,
-MathHelper.PiOver4, MathHelper.PiOver4);

missileLauncherHead.rotation.X = MathHelper.Clamp(
missileLauncherHead.rotation.X,
0, MathHelper.PiOver4);

// TODO: Add your update logic here

base.Update(gameTime);
}

///
/// This is called when the game should draw itself.
///

/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

DrawGameObject(terrain);
DrawGameObject(missileLauncherBase);
DrawGameObject(missileLauncherHead);

// TODO: Add your drawing code here

base.Draw(gameTime);
}

void DrawGameObject(GameObject gameobject)
{
foreach (ModelMesh mesh in gameobject.model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.PreferPerPixelLighting = true;

effect.World =
Matrix.CreateFromYawPitchRoll(
gameobject.rotation.Y,
gameobject.rotation.X,
gameobject.rotation.Z) *

Matrix.CreateScale(gameobject.scale) *

Matrix.CreateTranslation(gameobject.position);

effect.Projection = cameraProjectionMatrix;
effect.View = cameraViewMatrix;
}
mesh.Draw();
}
}
}
}

//GameObject.cs
using System;
using System.Collections.Generic;
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.Net;
using Microsoft.Xna.Framework.Storage;

namespace BG_3D
{
class GameObject
{
public Model model = null;
public Vector3 position = Vector3.Zero;
public Vector3 rotation = Vector3.Zero;
public float scale = 1.0f;
}
}

//Program.cs
using System;

namespace BG_3D
{
static class Program
{
///
/// The main entry point for the application.
///

static void Main(string[] args)
{
using (Game1 game = new Game1())
{
game.Run();
}
}
}
}

沒有留言:

張貼留言