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 texture;
Texture2D textureTransparent;
Vector2 pos1 = Vector2.Zero;
Vector2 pos2 = Vector2.Zero;
float speed1 = 2f;
float speed2 = 3f;
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);
//@表示忽略转义字符
texture = Content.Load<Texture2D>(@"Images/logo");
textureTransparent = Content.Load<Texture2D>(@"Images/logo_trans");
// 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
pos1.X += speed1;
if (pos1.X>Window.ClientBounds.Width-texture.Width||
pos1.X<0)
speed1*=-1;
pos2.Y += speed2;
if (pos2.Y > Window.ClientBounds.Height - textureTransparent.Height ||
pos2.Y < 0)
speed2 *= -1;
base.Update(gameTime);
}
/// <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
//通知显卡开始传送文件
//从左上角开始绘制
//white表示不会染色
spriteBatch.Begin();
//spriteBatch.Draw(texture, Vector2.Zero, Color.White);
spriteBatch.Draw(texture,
pos1,
null,
Color.White,
0,
Vector2.Zero,
1,
SpriteEffects.None,
0);
spriteBatch.Draw(textureTransparent,
pos2,
null,
Color.White,
0,
Vector2.Zero,
1,
SpriteEffects.None,
1);
spriteBatch.End();
base.Draw(gameTime);
}
}
}