Pohyb v XNA   otázka

VB.NET, XNA

Dobrý den. Programuji hru a potřebuji, aby se mi hýbaly nové články hada, ale nehýbou. Hra je v XNA 4.

Public Class Game1
    Inherits Microsoft.Xna.Framework.Game

    Private WithEvents graphics As GraphicsDeviceManager
    Private WithEvents spriteBatch As SpriteBatch
    Dim snake As New List(Of Sprite)
    Dim sTexture, jTexture As Texture2D
    Dim jidlo As Sprite
    '1: nahoru, 2: dolu, 3: doleva, 4:doprava
    Dim smer As Integer
    Dim stsmer As Integer
    Public Sub New()
        graphics = New GraphicsDeviceManager(Me)
        graphics.PreferredBackBufferWidth = 150
        graphics.PreferredBackBufferHeight = 150
        Content.RootDirectory = "Content"
    End Sub

    ''' <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 MyBase.Initialize will enumerate through any components
    ''' and initialize them as well.
    ''' </summary>
    Protected Overrides Sub Initialize()
        ' TODO: Add your initialization logic here
        MyBase.Initialize()
    End Sub

    ''' <summary>
    ''' LoadContent will be called once per game and is the place to load
    ''' all of your content.
    ''' </summary>
    Protected Overrides Sub LoadContent()
        ' Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = New SpriteBatch(GraphicsDevice)
        sTexture = Content.Load(Of Texture2D)("telo")
        jTexture = Content.Load(Of Texture2D)("jidlo")
        ' TODO: use Me.Content to load your game content here
        snake.Add(New Sprite(sTexture, New Rectangle(1, 1, sTexture.Width, sTexture.Height)))
        jidlo = New Sprite(jTexture, New Rectangle(rnd.Next(1, graphics.PreferredBackBufferWidth), rnd.Next(1, graphics.PreferredBackBufferHeight),
                                                   jTexture.Width, jTexture.Height))
    End Sub

    ''' <summary>
    ''' UnloadContent will be called once per game and is the place to unload
    ''' all content.
    ''' </summary>
    Protected Overrides Sub UnloadContent()
        ' TODO: Unload any non ContentManager content here
    End Sub

    Dim jinysmer As Integer = 0
    ''' <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 Overrides Sub Update(ByVal gameTime As GameTime)
        ' Allows the game to exit
        If GamePad.GetState(PlayerIndex.One).Buttons.Back = ButtonState.Pressed Then
            Me.Exit()
        End If
        stsmer = smer
        Dim kState As KeyboardState = Keyboard.GetState
        If kState.GetPressedKeys.Count > 0 Then
            Select Case kState.GetPressedKeys(0)
                Case Keys.Up
                    smer = 1
                Case Keys.Down
                    smer = 2
                Case Keys.Left
                    smer = 3
                Case Keys.Right
                    smer = 4
            End Select
        End If
        If Not stsmer = smer Then
            Select Case smer
                Case 1
                    snake(jinysmer).Position.Y -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                    For i As Integer = jinysmer + 1 To snake.Count - 1
                        Select Case stsmer
                            Case 2
                                snake(i).Position.Y += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                            Case 3
                                snake(i).Position.X -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                            Case 4
                                snake(i).Position.Y += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                        End Select
                    Next
                Case 2
                    snake(jinysmer).Position.Y += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                    For i As Integer = jinysmer + 1 To snake.Count - 1
                        Select Case stsmer
                            Case 1
                                snake(i).Position.Y -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                            Case 3
                                snake(i).Position.X -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                            Case 4
                                snake(i).Position.Y += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                        End Select
                    Next
                Case 3
                    snake(jinysmer).Position.X -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                    For i As Integer = jinysmer + 1 To snake.Count - 1
                        Select Case stsmer
                            Case 1
                                snake(i).Position.Y -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                            Case 2
                                snake(i).Position.X += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                            Case 4
                                snake(i).Position.Y += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                        End Select
                    Next
                Case 4
                    snake(jinysmer).Position.X += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                    For i As Integer = jinysmer + 1 To snake.Count - 1
                        Select Case stsmer
                            Case 2
                                snake(i).Position.Y += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                            Case 3
                                snake(i).Position.X -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                            Case 1
                                snake(i).Position.Y -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                        End Select
                    Next
            End Select
        Else
            For i As Integer = 0 To snake.Count - 1
                Select Case smer
                    Case 1
                        snake(i).Position.Y -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                    Case 2
                        snake(i).Position.Y += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                    Case 3
                        snake(i).Position.X -= CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                    Case 4
                        snake(i).Position.X += CSng(0.005 * gameTime.ElapsedGameTime.TotalMilliseconds * sTexture.Width)
                End Select
            Next
        End If

        If snake(0).Rectangle.Intersects(jidlo.Rectangle) Then
            snake.Add(New Sprite(sTexture, New Rectangle(snake(snake.Count - 1).Rectangle.X + sTexture.Width,
                                                         snake(snake.Count - 1).Rectangle.Y + sTexture.Height,
                                                         jTexture.Width, jTexture.Height)))
            jidlo = New Sprite(jTexture, New Rectangle(rnd.Next(1, graphics.PreferredBackBufferWidth), rnd.Next(1, graphics.PreferredBackBufferHeight),
                                                   jTexture.Width, jTexture.Height))

        End If

        snake(0).Rectangle.X = CInt(snake(0).Position.X)
        snake(0).Rectangle.Y = CInt(snake(0).Position.Y)
        ' TODO: Add your update logic here
        MyBase.Update(gameTime)
    End Sub
    Dim rnd As New Random
    ''' <summary>
    ''' This is called when the game should draw itself.
    ''' </summary>
    ''' <param name="gameTime">Provides a snapshot of timing values.</param>
    Protected Overrides Sub Draw(ByVal gameTime As GameTime)
        GraphicsDevice.Clear(New Color With {.R = 47, .G = 86, .B = 35})
        spriteBatch.Begin()
        For Each fe As Sprite In snake
            fe.Draw(spriteBatch)
        Next
        jidlo.Draw(spriteBatch)
        spriteBatch.End()
        ' TODO: Add your drawing code here
        MyBase.Draw(gameTime)
    End Sub
End Class

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