2009年9月10日 星期四

XNA小塔射飛碟(III) 建立砲塔塔底



//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();

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;

// 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();

// 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);

// 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
{
class GameObject
{
public Model model = null;
public Vector3 position = Vector3.Zero;
public Vector3 rotation = Vector3.Zero;
public float scale = 1.0f;
}
}
//Program.cs檔案
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();
}
}
}
}

XNA小塔射飛碟(II) 建立背景


//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;

Model terrainModel;
Vector3 terrainPosition = Vector3.Zero;

Vector3 cameraPosition = new Vector3(0.0f, 40.0f, 160.0f);
Vector3 cameraLookAt = new Vector3(0.0f, 8.0f, 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);

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

// 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();

// 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);

DrawModel(terrainModel, terrainPosition);

// TODO: Add your drawing code here

base.Draw(gameTime);
}

void DrawModel(Model model, Vector3 modelPosition)
{
foreach (ModelMesh mesh in model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.PreferPerPixelLighting = true;

effect.World = Matrix.CreateTranslation(modelPosition);
effect.Projection = cameraProjectionMatrix;
effect.View = cameraViewMatrix;
}
mesh.Draw();
}
}
}
}
//Program.cs檔案
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();
}
}
}
}

2009年9月9日 星期三

XNA小塔射飛碟(I) 建立程式


//Game1.cs檔案
namespace BG_3D
{
///
/// This is the main type for your game
///

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


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);

// 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();

// 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);

// TODO: Add your drawing code here

base.Draw(gameTime);
}


}
}

//Program.cs檔案
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();
}
}
}
}

2009年9月4日 星期五

vb.net 表單的focus狀態

Protected Overloads Overrides Sub WndProc(ByRef m As Message)

if m.Msg= 6 //表單狀態
if m.WParam.ToInt32() = 1//表單建立

end if
if m.WParam.ToInt32() = 2//表單從後面移到前面

end if
if m.WParam.ToInt32() = 2097152//表單縮到最小
end if
if m.WParam.ToInt32() = 0 //表單從前面移到後面
end if
end if
MyBase.WndProc(m)
End Sub

2009年8月25日 星期二

基本遊戲功能

1.怎麼開窗
//Create text Window
m_Stats.Create(&m_Graphics,&m_Font);
m_Stats.Move(508,400,128,48);
m_Stats.Create(&m_Graphics,&m_Font);
m_Stats.Move(4,4,632,328);
2.怎麼換武器
//give an axe
m_CharController.Equip(m_CharController.GetCharacter(1),8,WEAPON,true);
6.目標三角形
//Create target vertex buffer
typedef struct{
float x,y,z;
D3DCOLOR Diffuse;
}sVertex;
sVertex Vert[6]={
{-20.0f , 40.0f , 0.0f , 0xFFFF4444},
{ 20.0f , 40.0f , 0.0f , 0xFFFF4444},
{ 0.0f , 20.0f , 0.0f , 0xFFFF4444},
{ 0.0f ,-20.0f , 0.0f , 0xFFFF4444},
{ 20.0f ,-40.0f , 0.0f , 0xFFFF4444},
{-20.0f ,-40.0f , 0.0f , 0xFFFF4444}
}

7.製造遊戲Button
//load button graphics
m_Buttons.Load(&m_Graphics,"..\\Data\\Buttons.bmp");
//load the terrain Mesh and set object
m_TerrainMesh.Load(&m_Graphics,"..\\Data\\Battle.x","..\\Data\\");
m_TerrainObject.Create(&m_Graphics,&m_TerrainMesh);

2009年8月14日 星期五

PDA comport 常見資訊

COM1 serial
COM2 virtual com
COM3 指定給其他GPS導航程式
COM4 IrDA
COM5 實體GPS
COM9 TMC

2009年8月5日 星期三

vb.net WebService 取得IP

_
Public Function GetIP() As String
Dim ClientIP As String
ClientIP = HttpContext.Current.Request.UserHostAddress 'Request.UserHostAddress
Return ClientIP
End Function