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XNA实现不停循环的路的效果

XNA实现不停循环的路的效果

by wgscd 2015-06-03

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 WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D bg;
        Texture2D bg2;
        Texture2D bg3;


        Point position = new Point();
        Point position2 = new Point();
        Point position3 = new Point();

        int w = 0;

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

        /// <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 base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            bg = Content.Load<Texture2D>("bg");
            bg2 = Content.Load<Texture2D>("bg2");
            bg3 = Content.Load<Texture2D>("bg3");
            w = bg.Width;
            graphics.PreferredBackBufferWidth = w;

            // TODO: use this.Content to load your game content here
        }


        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here


        }

        /// <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)
        {
            // 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);
            position.X += 1;
            position2.X = position.X+w;
            position3.X = position.X - w;
            if (position.X >= graphics.PreferredBackBufferWidth){
                position.X = 0;
            }


   
        }





        /// <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);


            // TODO: Add your drawing code here
            spriteBatch.Begin();
            Rectangle rec1 = new Rectangle() { X = position.X, Y = 0, Width = bg.Width, Height = bg.Height };
            Rectangle rec2 = new Rectangle() { X = position2.X, Y = 0, Width = bg.Width, Height = bg.Height };
            Rectangle rec3 = new Rectangle() { X = position3.X, Y = 0, Width = bg.Width, Height = bg.Height };

            spriteBatch.Draw(bg, rec1, Color.White);
            spriteBatch.Draw(bg2, rec2, Color.White);
            spriteBatch.Draw(bg3, rec3, Color.White);




            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}

  

 

 

Silverlight/WPF 版本:

 

<UserControl x:Class="WPFTestRun.UI.RoadBg"
             xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
             xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
             xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" 
             xmlns:d="http://schemas.microsoft.com/expression/blend/2008" 
             mc:Ignorable="d"  d:DesignHeight="335.594" d:DesignWidth="669.152">

    <UserControl.Resources>
        <Storyboard x:Key="sb1" x:Name="sb1">
            <DoubleAnimation x:Name="d1" From=" 0" To="22" Duration="0:0:12" Storyboard.TargetName="trans1" Storyboard.TargetProperty="X" />
            <DoubleAnimation x:Name="d2" From=" 0" To="22" Duration="0:0:12" Storyboard.TargetName="trans2" Storyboard.TargetProperty="X" />
        </Storyboard>
    </UserControl.Resources>

    <Grid>
        <Grid.Background>
            <ImageBrush ImageSource="/WPFTestRun;component/Assets/bg/bgok.jpg"/>
        </Grid.Background>

        <Image x:Name="img1" Source="/WPFTestRun;component/Assets/bg/bgok.jpg" Stretch="Fill" RenderTransformOrigin="0.5,0.5">
            <Image.RenderTransform>
                <TranslateTransform x:Name="trans1" X="0"/>
            </Image.RenderTransform>
        </Image>
        <Image x:Name="img2" Source="/WPFTestRun;component/Assets/bg/bgok.jpg" Stretch="Fill" RenderTransformOrigin="0.5,0.5">
            <Image.RenderTransform>
                <TranslateTransform x:Name="trans2" X="0"/>
            </Image.RenderTransform>
        </Image>
    </Grid>
</UserControl>

  

code:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;

namespace WPFTestRun.UI
{
    /// <summary>
    /// RoadBg.xaml 的交互逻辑
    /// </summary>
    public partial class RoadBg : UserControl
    {
        public RoadBg()
        {
            InitializeComponent();
            Loaded += RoadBg_Loaded;
        }

        Storyboard sb1  ;
        Storyboard sb2;
        DoubleAnimation d1;
        DoubleAnimation d2;

        void RoadBg_Loaded(object sender, RoutedEventArgs e)
        {
            sb1 = (Resources["sb1"] as Storyboard);
            sb1.RepeatBehavior = RepeatBehavior.Forever;
            if (sb1 == null ) { return; }
            d1 = sb1.Children[0] as DoubleAnimation;
            d2 = sb1.Children[1] as DoubleAnimation;
            d1.From = 0;
            d1.To = -this.RenderSize.Width;
            d2.From = this.RenderSize.Width;
            d2.To = 0;
            sb1.Begin();

 


        }






    }
}

  

 

posted @ 2015-06-03 17:49  wgscd  阅读(154)  评论(0)    收藏  举报