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();
}
}
}
fffffffffffffffff
test red font.

浙公网安备 33010602011771号