2011-03-11 3 views
0

J'ai récemment décidé d'apprendre et de faire de petits jeux 2D en utilisant le framework XNA. J'ai donc commencé par éditer un exemple dans le livre "XNA 4.0 Game Development by Example" par Kurt Jaegers et atm je suis bloqué à l'affichage des sprites .. Je voudrais faire quelque chose comme mahjong solitaire où les tuiles sont détruites quand vous sélectionnez deux mêmes pièces. Donc, je suis en train d'afficher un tableau avec des morceaux aléatoires, mais je ne sais pas comment dessiner des carreaux cliqués dans des couleurs différentes pour montrer que je l'ai sélectionné. C'est la classe principale Game1:Tuiles Clickable

public class Game1 : Microsoft.Xna.Framework.Game 
{ 
    GraphicsDeviceManager graphics; 
    SpriteBatch spriteBatch; 

    Texture2D titleScreen; 
    Texture2D backgroundscreen; 
    Texture2D playingTiles; 
    Board gameBoard; 
    Vector2 gameBoardDisplayOrigin = new Vector2(70, 89); 
    enum GameStates { TitleScreen, Playing }; 
    GameStates gameState = GameStates.TitleScreen; 
    Rectangle EmptyPiece = new Rectangle(247, 165, 40, 40); 
    const float MinTimeSinceLastInput = 0.25f; 
    float timeSinceLastInput = 0.0f; 


    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 
     this.IsMouseVisible = true; 
     graphics.PreferredBackBufferWidth = 800; 
     graphics.PreferredBackBufferHeight = 600; 
     graphics.ApplyChanges(); 
     gameBoard = new Board(); 

     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); 

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

     titleScreen = Content.Load<Texture2D>(@"Textures\TitleScreen"); 
     backgroundscreen = Content.Load<Texture2D>(@"Textures\Background"); 
     playingTiles = Content.Load<Texture2D>(@"Textures\MSuXTiles"); 
    } 

    /// <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> 
    /// /// ******************* UPDATE ********************* 
    /// ******************************************************** 
    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 
     switch (gameState) 
     { 
      case GameStates.TitleScreen: 
       if (Keyboard.GetState().IsKeyDown(Keys.Space)) 
       { 
        gameBoard.ClearBoard(); 
        gameBoard.GenerateNewTiles(); 
        //playerScore = 0; 
        gameState = GameStates.Playing; 
       } 
       break; 
      case GameStates.Playing: 
       timeSinceLastInput += (float)gameTime.ElapsedGameTime.TotalSeconds; 
       if (timeSinceLastInput >= MinTimeSinceLastInput) 
       { 
        HandleMouseInput(Mouse.GetState()); 

       } 



       //gameBoard.GenerateNewTiles(); 
       break; 
     } 


     base.Update(gameTime); 
    } 


    /// ********************** DRAW ************************ 
    /// ******************************************************** 
    protected override void Draw(GameTime gameTime) 
    { 
     GraphicsDevice.Clear(Color.CornflowerBlue); 

     // TODO: Add your drawing code here 
     if (gameState == GameStates.TitleScreen) 
     { 
      spriteBatch.Begin(); 
      spriteBatch.Draw(titleScreen, new Rectangle(0, 0, this.Window.ClientBounds.Width, 
       this.Window.ClientBounds.Height), Color.White); 
      spriteBatch.End(); 
     } 
     if (gameState == GameStates.Playing) 
     { 
      spriteBatch.Begin(); 
      spriteBatch.Draw(backgroundscreen, new Rectangle(0, 0, 
       this.Window.ClientBounds.Width, this.Window.ClientBounds.Height), Color.White); 
      for (int x = 0; x < Board.BoardWidth; x++) 
       for (int y = 0; y < Board.BoardHeight; y++) 
       { 
        int pixelX = (int)gameBoardDisplayOrigin.X + (x * GameTile.TileWidth); 
        int pixelY = (int)gameBoardDisplayOrigin.Y + (y * GameTile.TileHeight); 
        //rysujemy tlo dla przezroczystych obrazkow 
        /*spriteBatch.Draw(
         playingTiles, 
         new Rectangle(pixelX, pixelY, GameTile.TileWidth, GameTile.TileHeight), 
         EmptyPiece, 
         Color.White);*/ 
        spriteBatch.Draw(
         playingTiles, 
         new Rectangle(pixelX, pixelY, GameTile.TileWidth, GameTile.TileHeight), 
         gameBoard.GetSourceRect(x, y), 
         Color.White); 


       } 
      //this.Window.Title = playerScore.ToString(); 
      spriteBatch.End(); 
     } 

     base.Draw(gameTime); 
    } 


    //input handling 
    private void HandleMouseInput(MouseState mouseState) 
    { 
     int x = ((mouseState.X - (int)gameBoardDisplayOrigin.X)/GameTile.TileWidth); 
     int y = ((mouseState.Y - (int)gameBoardDisplayOrigin.Y)/GameTile.TileHeight); 
     if ((x >= 0) && (x < Board.BoardWidth) && 
      (y >= 0) && (y < Board.BoardHeight)) 
     { 
      if (mouseState.LeftButton == ButtonState.Pressed) 
      { 
       gameBoard.TintSelectedTile(x, y); 
       timeSinceLastInput = 0.0f; 

      } 
      if (mouseState.RightButton == ButtonState.Pressed) 
      { 
       timeSinceLastInput = 0.0f; 
      } 
     } 
    } 
} 

classe Conseil:

class Board 
{ 
    Random rand = new Random(); 

    public const int BoardWidth = 10; 
    public const int BoardHeight = 10; 

    private GameTile[,] boardOfTiles = new GameTile[BoardWidth, BoardHeight]; 
    //constructor 
    public Board() 
    { 
     ClearBoard(); 
    } 
    public void ClearBoard() 
    { 
     for (int x = 0; x < BoardWidth; x++) 
      for (int y = 0; y < BoardHeight; y++) 
       boardOfTiles[x, y] = new GameTile("Empty,Four"); 
    } 
    //methods 
    public Rectangle GetSourceRect(int x, int y) 
    { 
     return boardOfTiles[x, y].GetSourceRect(); 
    } 
    public string GetSquare(int x, int y) 
    { 
     return boardOfTiles[x, y].TileType; 
    } 
    public void SetSquare(int x, int y, string tileName) 
    { 
     boardOfTiles[x, y].SetTile(tileName); 
    } 
    public void RandomPiece(int x, int y) 
    { 
     boardOfTiles[x, y].SetTile(GameTile.TileTypes[rand.Next(0, GameTile.MaxTilesColumnIndex), 
      rand.Next(0, GameTile.MaxTilesRowIndex)]); 
    } 
    public void GenerateNewTiles() 
    { 

     for (int y = 0; y < Board.BoardHeight; y++) 
      for (int x = 0; x < Board.BoardWidth; x++) 
      { 
       if (GetSquare(x, y) == "Empty,Four") 
       { 
        RandomPiece(x, y); 
       } 
      } 
    } 

} et classe GameTile:

class GameTile 
{ 
    public static string[,] TileTypes = 
    { 
     {"Circle,One", "Circle,Two", "Circle,Three", "Circle,Four", "Circle,Five", 
     "Circle,Six", "Circle,Seven", "Circle,Eight", "Circle,Nine"}, 

     {"Bamboo,One", "Bamboo,Two", "Bamboo,Three", "Bamboo,Four", "Bamboo,Five", 
     "Bamboo,Six", "Bamboo,Seven", "Bamboo,Eight", "Bamboo,Nine"}, 

     {"Character,One", "Character,Two", "Character,Three", "Character,Four", "Character,Five", 
     "Character,Six", "Character,Seven", "Character,Eight", "Character,Nine"}, 

     {"Honor,One", "Honor,Two", "Honor,Three", "Honor,Four", "Something1,Five", 
     "Something2,Six", "Something3,Seven", "Something4,Eight", "Something5,Nine"}, 

     {"Dragon,One", "Dragon,Two", "Dragon,Three", "Empty,Four", "Something6,Five", 
     "Something7,Six", "Something8,Seven", "Something9,Eight", "Something10,Nine"}, 

     {"Flower,One", "Flower,Two", "Flower,Three", "Flower,Four", "Something11,Five", 
     "Something12,Six", "Something13,Seven", "Something14,Eight", "Something15,Nine"}, 

     {"Season,One", "Season,Two", "Season,Three", "Season,Four", "Something16,Five", 
     "Something17,Six", "Something18,Seven", "Something19,Eight", "Something20,Nine"} 
    }; 




    public const int TileHeight = 40; 
    public const int TileWidth = 40; 

    public const int MaxTilesRowIndex = 9; 
    public const int MaxTilesColumnIndex = 7; 

    private const int textureOffsetX = 1; 
    private const int textureOffsetY = 1; 
    private const int texturePaddingX = 1; 
    private const int texturePaddingY = 1; 

    private string tileType = ""; 

    public string TileType 
    { 
     get { return tileType; } 
    } 

    //konstruktory 
    public GameTile(string type) 
    { 
     tileType = type; 
    } 
    //metody 
    public void SetTile(string type) 
    { 
     tileType = type; 
    } 



    public Rectangle GetSourceRect() 
    { 
     int x = textureOffsetX; 
     int y = textureOffsetY; 


     foreach (string s in tileType.Split(',')) 
     { 
      switch(s) 
      { 
       case "One": 
        //y = y; 
        break; 
       case "Two": 
        y = y + (TileHeight + texturePaddingY); 
        break; 
       case "Three": 
        y = y + 2 * (TileHeight + texturePaddingY); 
        break; 
       case "Four": 
        y = y + 3 * (TileHeight + texturePaddingY); 
        break; 
       case "Five": 
        y = y + 4 * (TileHeight + texturePaddingY); 
        break; 
       case "Six": 
        y = y + 5 * (TileHeight + texturePaddingY); 
        break; 
       case "Seven": 
        y = y + 6 * (TileHeight + texturePaddingY); 
        break; 
       case "Eight": 
        y = y + 7 * (TileHeight + texturePaddingY); 
        break; 
       case "Nine": 
        y = y + 8 * (TileHeight + texturePaddingY); 
        break; 

       case "Circle": 
        //x = x; 
        break; 
       case "Bamboo": 
        x = x + (TileWidth + texturePaddingX); 
        break; 
       case "Character": 
        x = x + 2 * (TileWidth + texturePaddingX); 
        break; 
       case "Honor": 
        x = x + 3 * (TileWidth + texturePaddingX); 
        break; 
       case "Dragon": 
        x = x + 4 * (TileWidth + texturePaddingX); 
        break; 
       case "Flower": 
        x = x + 5 * (TileWidth + texturePaddingX); 
        break; 
       case "Season": 
        x = x + 6 * (TileWidth + texturePaddingX); 
        break; 
      } 
     } 
     return new Rectangle(x, y, TileHeight, TileWidth); 
    } 




} 

et ce à quoi il ressemble atm: http://i55.tinypic.com/2yuizbl.png

Répondre

2

Une chose facile yo Vous pouvez faire, dans l'appel SpriteBatch.Draw() pour la tuile cliqué, changer Color.White dans une autre couleur - peut-être un Red. Cela entraînera l'ombrage de la nouvelle couleur.

Si vous préférez un autre effet, vous pouvez rendre la vignette que vous avez cliquée sur un RenderTarget2D distinct, effectuer les améliorations que vous souhaitez pour cette cible de rendu, puis dessiner la cible de rendu dans le tampon arrière.