梦想成真 XNA (5) - 通过键盘、鼠标、手柄控制精灵

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梦想成真 XNA (5) - 通过键盘、鼠标、手柄控制精灵



作者:webabcd


介绍
XNA: 控制精灵的移动

  • 键盘控制
  • 鼠标控制
  • 手柄控制



示例
1、通过键盘控制精灵移动的 Demo(按键盘 H 键加载此 Demo)
Component/Control/KeyboardControl.cs

using System;
using System.Collections.Generic;
using System.Linq;
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.Media;

namespace XNA.Component.Control
{
    public class KeyboardControl : Microsoft.Xna.Framework.DrawableGameComponent
    {
        // 精灵绘制器
        SpriteBatch _spriteBatch;

        // 精灵对象
        Texture2D _sprite;

        // 精灵对象的位置
        Vector2 _spritePosition;

        // 精灵对象的速度(每帧移动的像素数)
        int _spriteSpeed = 6;

        public KeyboardControl(Game game)
            : base(game)
        {

        }

        public override void Initialize()
        {
            base.Initialize();
        }

        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(Game.GraphicsDevice);

            _sprite = Game.Content.Load<Texture2D>("Image/Son");
        }

        public override void Update(GameTime gameTime)
        {
            /*
             * KeyboardState - 键盘状态
             *     KeyboardState Keyboard.GetState() - 返回当前的 KeyboardState 对象
             *     Keys[] KeyboardState.GetPressedKeys() - 返回当前被按下的键的数组
             *     bool KeyboardState.IsKeyDown(Keys key) - 指定的键当前是否处于按下的状态
             *     bool KeyboardState.IsKeyUp(Keys key) - 指定的键当前是否处于释放的状态
             */

            KeyboardState keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.Left) && _spritePosition.X >= 0)
                _spritePosition.X -= _spriteSpeed;
            if (keyboardState.IsKeyDown(Keys.Right) && _spritePosition.X <= Game.Window.ClientBounds.Width - _sprite.Width)
                _spritePosition.X += _spriteSpeed;
            if (keyboardState.IsKeyDown(Keys.Up) && _spritePosition.Y >= 0)
                _spritePosition.Y -= _spriteSpeed;
            if (keyboardState.IsKeyDown(Keys.Down) && _spritePosition.Y <= Game.Window.ClientBounds.Height - _sprite.Height)
                _spritePosition.Y += _spriteSpeed;

            base.Update(gameTime);
        }

        public override void Draw(GameTime gameTime)
        {
            Game.GraphicsDevice.Clear(Color.CornflowerBlue);

            _spriteBatch.Begin();

            // 在指定的位置上绘制精灵
            _spriteBatch.Draw(_sprite, _spritePosition, Color.White);
            
            _spriteBatch.End();

            base.Update(gameTime);
        }
    }
}



2、通过鼠标控制精灵移动的 Demo(按键盘 I 键加载此 Demo)
Component/Control/MouseControl.cs

using System;
using System.Collections.Generic;
using System.Linq;
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.Media;

namespace XNA.Component.Control
{
    public class MouseControl : Microsoft.Xna.Framework.DrawableGameComponent
    {
        // 精灵绘制器
        SpriteBatch _spriteBatch;

        // 精灵对象
        Texture2D _sprite;

        // 精灵对象的位置
        Vector2 _spritePosition;

        // 文字精灵
        SpriteFont _spriteFont;

        // 文字精灵所显示的文字内容
        string _message;

        public MouseControl(Game game)
            : base(game)
        {

        }

        public override void Initialize()
        {
            // 显示鼠标指针(默认值为 false)
            Game.IsMouseVisible = true;

            base.Initialize();
        }

        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(Game.GraphicsDevice);

            _sprite = Game.Content.Load<Texture2D>("Image/Son");
            _spriteFont = Game.Content.Load<SpriteFont>("SpriteFont/Message");
        }

        public override void Update(GameTime gameTime)
        {
            /*
             * MouseState - 鼠标状态
             *     MouseState Mouse.GetState() - 返回当前的 MouseState 对象
             *     int MouseState.X - 以游戏窗口左上角为原点,鼠标光标相对于原点 X 轴方向的位置
             *     int MouseState.Y - 以游戏窗口左上角为原点,鼠标光标相对于原点 Y 轴方向的位置
             *     int MouseState.ScrollWheelValue - 游戏开始后,鼠标滑轮滚动的累加值
             *     ButtonState MouseState.LeftButton - 鼠标的左键状态
             *     ButtonState MouseState.RightButton - 鼠标的右键状态
             *     ButtonState MouseState.MiddleButton - 鼠标的中键状态
             *     ButtonState MouseState.XButton1 - 鼠标的附加键 1 的状态(我的一款无线鼠标上有这个键)
             *     ButtonState MouseState.XButton2 - 鼠标的附加键 2 的状态(我的一款无线鼠标上有这个键)
             *     
             * ButtonState - 按键状态(枚举值)
             *     ButtonState.Pressed - 按下状态
             *     ButtonState.Released - 释放状态
             */

            MouseState mouseState = Mouse.GetState();
            
            _spritePosition = new Vector2(mouseState.X, mouseState.Y);

            _message = string.Format("X:{0}, Y:{1}, ScrollWheelValue:{2}, LeftButton:{3}, RightButton:{4}, MiddleButton:{5}",
                mouseState.X, mouseState.Y, mouseState.ScrollWheelValue, mouseState.LeftButton, mouseState.RightButton, mouseState.MiddleButton);

            base.Update(gameTime);
        }

        public override void Draw(GameTime gameTime)
        {
            Game.GraphicsDevice.Clear(Color.CornflowerBlue);

            _spriteBatch.Begin();

            // 在指定的位置上绘制精灵
            _spriteBatch.Draw(_sprite, _spritePosition, Color.White);

            // 显示鼠标状态信息
            _spriteBatch.DrawString(_spriteFont, _message, Vector2.Zero, Color.White);

            _spriteBatch.End();

            base.Update(gameTime);
        }
    }
}



3、通过手柄控制精灵移动的 Demo(按键盘 J 键加载此 Demo)
Component/Control/GamePadControl.cs

using System;
using System.Collections.Generic;
using System.Linq;
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.Media;

namespace XNA.Component.Control
{
    public class GamePadControl : Microsoft.Xna.Framework.DrawableGameComponent
    {
        // 精灵绘制器
        SpriteBatch _spriteBatch;

        // 精灵对象
        Texture2D _sprite;

        // 精灵对象的位置
        Vector2 _spritePosition = Vector2.Zero;

        public GamePadControl(Game game)
            : base(game)
        {

        }

        public override void Initialize()
        {
            base.Initialize();
        }

        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(Game.GraphicsDevice);

            _sprite = Game.Content.Load<Texture2D>("Image/Son");
        }

        public override void Update(GameTime gameTime)
        {
            /*
             * GamePadState - 游戏手柄状态
             *     GamePadState GamePad.GetState(PlayerIndex playerIndex) - 返回当前的 GamePadState 对象,需要指定是哪个手柄(目前一共支持 4 个手柄)
             * 
             * 没设备,就不研究了,等以后有机会吧
             */

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

            base.Update(gameTime);
        }

        public override void Draw(GameTime gameTime)
        {
            Game.GraphicsDevice.Clear(Color.CornflowerBlue);

            _spriteBatch.Begin();

            // 在指定的位置上绘制精灵
            _spriteBatch.Draw(_sprite, _spritePosition, Color.White);
            
            _spriteBatch.End();

            base.Update(gameTime);
        }
    }
}



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posted @ 2011-07-07 08:49  webabcd  阅读(4344)  评论(2编辑  收藏  举报