Vollständige Codeauflistungen
Dieses Thema enthält die gesamte Codeauflistung für eine Anwendung, die Manipulations- und Trägheitsprozessoren (Manipulationen und Trägheit) verwendet.
GamePiece-Klasse
Der folgende Code veranschaulicht die gesamte GamePiece-Klasse.
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Windows.Input.Manipulations;
namespace ManipulationXNA
{
public class GamePiece
{
#region PrivateMembers
// The sprite batch used for drawing the game piece.
private SpriteBatch spriteBatch;
// The position of the game piece.
private Vector2 position;
// The origin used for rendering the game piece.
// Gets set to be the center of the piece.
private Vector2 origin;
// The texture for the piece.
private Texture2D texture;
// The bounds of the game piece. Used for hit testing.
private Rectangle bounds;
// The rotation of the game piece, in radians.
private float rotation;
// The scale, in percentage of the actual image size. 1.0 = 100%.
private float scale;
// The view port, used to detect when to bounce.
private Viewport viewport;
// The manipulation processor for this game piece.
private ManipulationProcessor2D manipulationProcessor;
// The inertia processor for this game piece.
private InertiaProcessor2D inertiaProcessor;
// Flag to indicate that inertia processing should start or continue.
private bool processInertia;
// Flag to indicate whether this piece has captured the mouse.
private bool isMouseCaptured;
// Used during manipulation to indicate where the drag is occurring.
private System.Windows.Point dragPoint;
// The color of the game piece.
private Color pieceColor;
// Represents how spongy the walls act when the piece bounces.
// Must be <= 1.0 (if greater than 1.0, the piece will accelerate on bounce)
// 1.0 = no slowdown during a bounce.
// 0.0 (or less) = won't bounce.
private float spongeFactor = 0.925f;
#endregion
/*******************************************/
#region Constructor
public GamePiece(SpriteBatch spriteBatch, string fileName)
{
// For brevity, omitting checking of null parameters.
this.spriteBatch = spriteBatch;
// Get the texture from the specified file.
texture = Texture2D.FromFile(spriteBatch.GraphicsDevice, fileName);
// Initial position set to 0,0.
position = new Vector2(0);
// Set the origin to be the center of the texture.
origin = new Vector2(texture.Width / 2.0f, texture.Height / 2.0f);
// Set bounds. bounds.X and bounds.Y are set as the position or scale changes.
bounds = new Rectangle(0, 0, texture.Width, texture.Height);
// Create manipulation processor.
Manipulations2D enabledManipulations =
Manipulations2D.Translate | Manipulations2D.Rotate;
manipulationProcessor = new ManipulationProcessor2D(enabledManipulations);
manipulationProcessor.Pivot = new ManipulationPivot2D();
manipulationProcessor.Pivot.Radius = texture.Width / 2;
manipulationProcessor.MinimumScaleRotateRadius = 10.0f;
manipulationProcessor.Started += OnManipulationStarted;
manipulationProcessor.Delta += OnManipulationDelta;
manipulationProcessor.Completed += OnManipulationCompleted;
// Create inertia processor.
inertiaProcessor = new InertiaProcessor2D();
inertiaProcessor.Delta += OnInertiaDelta;
inertiaProcessor.Completed += OnInertiaCompleted;
inertiaProcessor.TranslationBehavior.DesiredDeceleration = 0.0001F;
inertiaProcessor.RotationBehavior.DesiredDeceleration = 1e-6F;
inertiaProcessor.ExpansionBehavior.DesiredDeceleration = 0.0001F;
// Save the view port. Used to detect when the piece needs to bounce.
viewport = spriteBatch.GraphicsDevice.Viewport;
// Set the piece in a random location.
Random random = new Random((int)Timestamp);
X = random.Next(viewport.Width);
Y = random.Next(viewport.Height);
// Set a random orientation.
rotation = (float)(random.NextDouble() * Math.PI * 2.0);
dragPoint = new System.Windows.Point(double.NaN, double.NaN);
pieceColor = Color.White;
// Set scale to normal (100%)
Scale = 1.0f;
}
#endregion
/*******************************************/
#region PublicProperties
public float Scale
{
get { return scale; }
set
{
scale = value;
bounds.Width = (int)(texture.Width * value);
bounds.Height = (int)(texture.Height * value);
// Setting X and Y (private properties) causes
// bounds.X and bounds.Y to adjust to the scale factor.
X = X;
Y = Y;
}
}
public Color PieceColor
{
get { return pieceColor; }
set { pieceColor = value; }
}
public Rectangle Bounds
{
get { return bounds; }
}
#endregion
/*******************************************/
#region ProcessInertia
public void ProcessInertia()
{
if (processInertia)
{
inertiaProcessor.Process(Timestamp);
}
}
#endregion
#region UpdateFromMouse
public bool UpdateFromMouse(MouseState mouseState)
{
if (mouseState.LeftButton == ButtonState.Released)
{
if (isMouseCaptured)
{
manipulationProcessor.CompleteManipulation(Timestamp);
}
isMouseCaptured = false;
}
if (isMouseCaptured ||
(mouseState.LeftButton == ButtonState.Pressed &&
bounds.Contains(mouseState.X, mouseState.Y)))
{
isMouseCaptured = true;
Manipulator2D[] manipulators = new Manipulator2D[]
{
new Manipulator2D(0, mouseState.X, mouseState.Y)
};
dragPoint.X = mouseState.X;
dragPoint.Y = mouseState.Y;
manipulationProcessor.ProcessManipulators(Timestamp, manipulators);
}
// If the right button is pressed, stop the piece and move it to the center.
if (mouseState.RightButton == ButtonState.Pressed)
{
processInertia = false;
X = viewport.Width / 2;
Y = viewport.Height / 2;
rotation = 0;
}
return isMouseCaptured;
}
#endregion
#region Draw
public void Draw()
{
spriteBatch.Draw(
texture, position,
null, pieceColor, rotation,
origin, scale,
SpriteEffects.None, 1.0f);
}
public void Draw(Rectangle bounds)
{
spriteBatch.Draw(texture, bounds, pieceColor);
}
#endregion
/*******************************************/
#region PrivateProperties
private long Timestamp
{
get
{
// Get timestamp in 100-nanosecond units.
double nanosecondsPerTick = 1000000000.0 / System.Diagnostics.Stopwatch.Frequency;
return (long)(System.Diagnostics.Stopwatch.GetTimestamp() / nanosecondsPerTick / 100.0);
}
}
private float X
{
get { return position.X; }
set
{
position.X = value;
manipulationProcessor.Pivot.X = value;
bounds.X = (int)(position.X - (origin.X * scale));
}
}
private float Y
{
get { return position.Y; }
set
{
position.Y = value;
manipulationProcessor.Pivot.Y = value;
bounds.Y = (int)(position.Y - (origin.Y * scale));
}
}
#endregion
/** Manipulation and Inertia events ********/
#region OnManipulationStarted
private void OnManipulationStarted(object sender, Manipulation2DStartedEventArgs e)
{
if (inertiaProcessor.IsRunning)
{
inertiaProcessor.Complete(Timestamp);
}
processInertia = false;
}
#endregion
#region OnManipulationDelta
private void OnManipulationDelta(object sender, Manipulation2DDeltaEventArgs e)
{
//// Adjust the position and rotation of the game piece.
float deltaX = e.Delta.TranslationX;
float deltaY = e.Delta.TranslationY;
if (dragPoint.X != double.NaN || dragPoint.Y != double.NaN)
{
// Single-manipulator-drag-rotate mode. Adjust for drag / rotation
System.Windows.Point center = new System.Windows.Point(position.X, position.Y);
System.Windows.Vector toCenter = center - dragPoint;
double sin = Math.Sin(e.Delta.Rotation);
double cos = Math.Cos(e.Delta.Rotation);
System.Windows.Vector rotatedToCenter =
new System.Windows.Vector(
toCenter.X * cos - toCenter.Y * sin,
toCenter.X * sin + toCenter.Y * cos);
System.Windows.Vector shift = rotatedToCenter - toCenter;
deltaX += (float)shift.X;
deltaY += (float)shift.Y;
}
X += deltaX;
Y += deltaY;
rotation += e.Delta.Rotation;
}
#endregion
#region OnManipulationCompleted
private void OnManipulationCompleted(object sender, Manipulation2DCompletedEventArgs e)
{
inertiaProcessor.TranslationBehavior.InitialVelocityX = e.Velocities.LinearVelocityX;
inertiaProcessor.TranslationBehavior.InitialVelocityY = e.Velocities.LinearVelocityY;
inertiaProcessor.RotationBehavior.InitialVelocity = e.Velocities.AngularVelocity;
processInertia = true;
}
#endregion
#region OnInertiaDelta
private void OnInertiaDelta(object sender, Manipulation2DDeltaEventArgs e)
{
// Adjust the position of the game piece.
X += e.Delta.TranslationX;
Y += e.Delta.TranslationY;
rotation += e.Delta.Rotation;
// Check to see if the piece has hit the edge of the view port.
bool reverseX = false;
bool reverseY = false;
if (X > viewport.Width)
{
reverseX = true;
X = viewport.Width;
}
else if (X < viewport.X)
{
reverseX = true;
X = viewport.X;
}
if (Y > viewport.Height)
{
reverseY = true;
Y = viewport.Height;
}
else if (Y < viewport.Y)
{
reverseY = true;
Y = viewport.Y;
}
if (reverseX || reverseY)
{
// Get the current velocities, reversing as needed.
// If reversing, apply sponge factor to slow the piece slightly.
float velocityX = e.Velocities.LinearVelocityX * ((reverseX) ? -spongeFactor : 1.0f);
float velocityY = e.Velocities.LinearVelocityY * ((reverseY) ? -spongeFactor : 1.0f);
// Must stop inertia processing before changing parameters.
if (inertiaProcessor.IsRunning)
{
inertiaProcessor.Complete(Timestamp);
}
// Assign the new velocities.
inertiaProcessor.TranslationBehavior.InitialVelocityX = velocityX;
inertiaProcessor.TranslationBehavior.InitialVelocityY = velocityY;
// Set flag so that inertia processing will continue.
processInertia = true;
}
}
#endregion
#region OnInertiaCompleted
private void OnInertiaCompleted(object sender, Manipulation2DCompletedEventArgs e)
{
processInertia = false;
}
#endregion
}
}
GamePieceCollection-Klasse
Der folgende Code veranschaulicht die gesamte GamePieceCollection-Klasse.
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;
namespace ManipulationXNA
{
public class GamePieceCollection : List<GamePiece>
{
#region PrivateMembersAndConstructor
private int capturedIndex;
public GamePieceCollection()
{
// No capture yet.
capturedIndex = -1;
}
#endregion
#region ProcessInertiaAndDraw
public void ProcessInertia()
{
foreach (GamePiece piece in this)
{
piece.ProcessInertia();
}
}
public void Draw()
{
foreach (GamePiece piece in this)
{
piece.Draw();
}
}
#endregion
#region UpdateFromMouse
public void UpdateFromMouse()
{
MouseState mouseState = Mouse.GetState();
// If there is a current capture and
// that piece still reports having the capture,
// then return. Another piece cannot have the capture now.
if (capturedIndex >= 0 &&
capturedIndex < Count
&& this[capturedIndex].UpdateFromMouse(mouseState))
{
return;
}
capturedIndex = -1;
// A higher numbered index gets first chance
// for a capture. It is "on top" of a lower numbered index.
for (int index = Count - 1; index >= 0; index--)
{
if (this[index].UpdateFromMouse(mouseState))
{
capturedIndex = index;
return;
}
}
}
#endregion
}
}
Game1-Klasse
Der folgende Code veranschaulicht die gesamte Game1-Klasse.
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;
using System.Windows.Input.Manipulations;
namespace ManipulationXNA
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
#region PrivateMembers
// Number of game pieces.
private const int GamePieceCount = 6;
// The collection of game pieces.
private GamePieceCollection faces;
// Graphics device manager.
private GraphicsDeviceManager graphics;
// The sprite batch used for rendering game pieces.
private SpriteBatch spriteBatch;
#endregion
#region ConstructorInitialize
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// This is the default but assigning here explicitly
// to show that resizing is not supported. The view port
// boundaries used to bounce a game piece would not be
// updated if the window was resized.
Window.AllowUserResizing = false;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// </summary>
protected override void Initialize()
{
IsMouseVisible = true;
faces = new GamePieceCollection();
// base.Initialize calls the LoadContent method.
base.Initialize();
}
#endregion
#region LoadContent
/// <summary>
/// LoadContent will be called once per game. Load all content here.
/// </summary>
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
string filename = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
string path = System.IO.Path.GetDirectoryName(filename) + @"\Content";
// Scale pieces from 100% to 160%
float scale = 1.0f;
float scaleFactor = 0.60f / ((GamePieceCount/2)-1);
for (int k = 0; k < GamePieceCount / 2; k++)
{
GamePiece face1 = new GamePiece(spriteBatch, path + @"\Face1.png");
GamePiece face2 = new GamePiece(spriteBatch, path + @"\Face2.png");
face1.Scale = face2.Scale = scale;
face1.PieceColor = Color.Green;
face2.PieceColor = Color.LightSalmon;
faces.Add(face1);
faces.Add(face2);
scale += scaleFactor;
}
}
#endregion
#region UnloadContent
/// <summary>
/// UnloadContent will be called once per game. Unload all content.
/// </summary>
protected override void UnloadContent()
{
}
#endregion
#region UpdateGame
/// <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)
{
faces.ProcessInertia();
faces.UpdateFromMouse();
base.Update(gameTime);
}
#endregion
#region DrawGame
/// <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.CornflowerBlue);
spriteBatch.Begin();
faces.Draw();
spriteBatch.End();
base.Draw(gameTime);
}
#endregion
}
}
Siehe auch
Konzepte
Verwenden von Manipulationen und Trägheit in einer XNA-Anwendung
Erstellen der GamePiece-Klasse
Erstellen der GamePieceCollection-Klasse