以源码的形式介绍XNA框架中如何播放动画序列
测试环境:VS2010SP1+WP7.1开发工具
需要的图片,或,代码中有不明白的地方,请参考下面的网址
http://www.cnblogs.com/TerryBlog/archive/2011/03/23/1992912.html
下面是我的源码,是根据上面网址中的内容自己归纳为一个C#源文件,方便以后自己查询
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.Input.Touch;
using Microsoft.Xna.Framework.Media;
namespace testPNG
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Point frameSize = new Point(150, 150); //每帧的长与高
Point currentFrame = new Point(0, 0); //初始化第一帧
Point sheetSize = new Point(10, 1); //定义一个10 列1行的point ,本图片一共有一列10个小人
Texture2D myTexture = null;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Frame rate is 30 fps by default for Windows Phone.
//TargetElapsedTime = TimeSpan.FromTicks(333333);
TargetElapsedTime = TimeSpan.FromTicks(333333*3);//改为10fps
// Extend battery life under lock.
InactiveSleepTime = TimeSpan.FromSeconds(1);
}
/// <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);
// [1]文件要放在XXXContent目录下,其实XXX是你的项目名,XXXContent目录由向导(Wizard)自动建立
// [2]PlayerMagic.png要放在“Solution Explorer”窗口“testPNGContent(Content)”节点下
// [3]纹理可以支持的格式 .bmp、.dds、.dib、.hdr、.jpg、.pfm、.png、.ppm、和 .tga
// [4]加入文件后,看它的"Assert Name"属性,下面函数的入口参数为PlayerMagic.png文件“Assert Name”属性的值(在Properties窗口中)
myTexture = Content.Load<Texture2D>("PlayerMagic");
}
/// <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
++currentFrame.X; //将下标要画的X坐标剃增,即改变该列的位置向下个位置转移
if (currentFrame.X >= sheetSize.X) //如果下标大于或者等于系列图的当前列的数量
{
currentFrame.X = 0; //重新将下标初始化为0
}
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
spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);
spriteBatch.Draw(myTexture,//纹理图像
new Vector2((graphics.GraphicsDevice.Viewport.Width / 2) - (frameSize.X / 2),
(graphics.GraphicsDevice.Viewport.Height / 2) - (frameSize.Y / 2)), //将系列图放在屏幕中间播放
new Rectangle(
currentFrame.X * frameSize.X,//当前的帧点的x 轴乘以每行移动的宽度得到该矩形从屏幕哪个坐标画
currentFrame.Y * frameSize.Y, //当前的帧点的Y 轴乘以每行移动的高度得到该矩形从屏幕哪个坐标画
frameSize.X,//需要画该矩形块的宽度为系列图每格小人物的宽度
frameSize.Y),//需要画该矩形块的高度为系列图每格小人物的高度
Color.White,
0, //旋转图像,按角度旋转图像,0为不旋转,依次类似1、2、3、4、5等
Vector2.Zero,//指定旋转的参照点
1, //缩放比例,这里是按默认比例绽放
SpriteEffects.None, //不翻转图像
0 //纹理层深度
);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
下面是我在代码中用到的图片(PlayerMagic.png文件),大小为1500*150象素