بســم الله الـرحمــن الرحيــم الدرس السادس <<== إذهب إلى الدرس السابق أهلا بكم في الدرس السادس من سلسلة دروس تعلم ال Xna , سوف نقوم في هذا الدرس بقراءة مدخلات لوحة المفاتيح. في هذا الدرس سوف نرى كم هو من السهل أن نقرأ مدخلات لوحة المفاتيح في ال Xna. كمثال : سيتم في حال قام المستخدم بالضغط على زر السهم الأيمن أو الأيسر, سوف يتم تغيير الزاوية الخاصة بمدفع اللاعب الحالي. دعنا نبدأ بإضافة المتغير التالي في أعلى الكود الخاص بنا, بحيث سيمكننا من معرفة على أي من المدافع سوف نقوم بالتعديل:
int currentPlayer = 0;
private void ProcessKeyboard() { KeyboardState keybState = Keyboard.GetState(); if (keybState.IsKeyDown(Keys.Left)) players[currentPlayer].Angle -= 0.01f; if (keybState.IsKeyDown(Keys.Right)) players[currentPlayer].Angle += 0.01f; }
ProcessKeyboard();
if (players[currentPlayer].Angle > MathHelper.PiOver2) players[currentPlayer].Angle = -MathHelper.PiOver2; if (players[currentPlayer].Angle < -MathHelper.PiOver2) players[currentPlayer].Angle = MathHelper.PiOver2;
if (keybState.IsKeyDown(Keys.Down)) players[currentPlayer].Power -= 1; if (keybState.IsKeyDown(Keys.Up)) players[currentPlayer].Power += 1; if (keybState.IsKeyDown(Keys.PageDown)) players[currentPlayer].Power -= 20; if (keybState.IsKeyDown(Keys.PageUp)) players[currentPlayer].Power += 20; if (players[currentPlayer].Power > 1000) players[currentPlayer].Power = 1000; if (players[currentPlayer].Power < 0) players[currentPlayer].Power = 0;
using System; using System.Collections.Generic; 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.Net; using Microsoft.Xna.Framework.Storage; namespace XNAtutorial { public struct PlayerData { public Vector2 Position; public bool IsAlive; public Color Color; public float Angle; public float Power; } public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; GraphicsDevice device; int screenWidth; int screenHeight; Texture2D backgroundTexture; Texture2D foregroundTexture; Texture2D carriageTexture; Texture2D cannonTexture; PlayerData players; int numberOfPlayers = 4; float playerScaling; int currentPlayer = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 500; graphics.PreferredBackBufferHeight = 500; graphics.IsFullScreen = false; graphics.ApplyChanges(); Window.Title = "Riemer's 2D XNA Tutorial"; base.Initialize(); } protected override void LoadContent() { device = graphics.GraphicsDevice; spriteBatch = new SpriteBatch(device); screenWidth = device.PresentationParameters.BackBufferWidth; screenHeight = device.PresentationParameters.BackBufferHeight; backgroundTexture = Content.Load ("background"); foregroundTexture = Content.Load ("foreground"); carriageTexture = Content.Load ("carriage"); cannonTexture = Content.Load ("cannon"); SetUpPlayers(); playerScaling = 40.0f / (float)carriageTexture.Width; } private void SetUpPlayers() { Color playerColors = new Color[10]; playerColors[0] = Color.Red; playerColors[1] = Color.Green; playerColors[2] = Color.Blue; playerColors[3] = Color.Purple; playerColors[4] = Color.Orange; playerColors[5] = Color.Indigo; playerColors[6] = Color.Yellow; playerColors[7] = Color.SaddleBrown; playerColors[8] = Color.Tomato; playerColors[9] = Color.Turquoise; players = new PlayerData[numberOfPlayers]; for (int i = 0; i < numberOfPlayers; i++) { players[i].IsAlive = true; players[i].Color = playerColors[i]; players[i].Angle = MathHelper.ToRadians(90); players[i].Power = 100; } players[0].Position = new Vector2(100, 193); players[1].Position = new Vector2(200, 212); players[2].Position = new Vector2(300, 361); players[3].Position = new Vector2(400, 164); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); ProcessKeyboard(); base.Update(gameTime); } private void ProcessKeyboard() { KeyboardState keybState = Keyboard.GetState(); if (keybState.IsKeyDown(Keys.Left)) players[currentPlayer].Angle -= 0.01f; if (keybState.IsKeyDown(Keys.Right)) players[currentPlayer].Angle += 0.01f; if (players[currentPlayer].Angle > MathHelper.PiOver2) players[currentPlayer].Angle = -MathHelper.PiOver2; if (players[currentPlayer].Angle < -MathHelper.PiOver2) players[currentPlayer].Angle = MathHelper.PiOver2; if (keybState.IsKeyDown(Keys.Down)) players[currentPlayer].Power -= 1; if (keybState.IsKeyDown(Keys.Up)) players[currentPlayer].Power += 1; if (keybState.IsKeyDown(Keys.PageDown)) players[currentPlayer].Power -= 20; if (keybState.IsKeyDown(Keys.PageUp)) players[currentPlayer].Power += 20; if (players[currentPlayer].Power > 1000) players[currentPlayer].Power = 1000; if (players[currentPlayer].Power < 0) players[currentPlayer].Power = 0; } protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); DrawScenery(); DrawPlayers(); spriteBatch.End(); base.Draw(gameTime); } private void DrawScenery() { Rectangle screenRectangle = new Rectangle(0, 0, screenWidth, screenHeight); spriteBatch.Draw(backgroundTexture, screenRectangle, Color.White); spriteBatch.Draw(foregroundTexture, screenRectangle, Color.White); } private void DrawPlayers() { foreach (PlayerData player in players) { if (player.IsAlive) { int xPos = (int)player.Position.X; int yPos = (int)player.Position.Y; Vector2 cannonOrigin = new Vector2(11, 50); spriteBatch.Draw(cannonTexture, new Vector2(xPos + 20, yPos - 10), null, player.Color, player.Angle, cannonOrigin, playerScaling, SpriteEffects.None, 1); spriteBatch.Draw(carriageTexture, player.Position, null, player.Color, 0, new Vector2(0, carriageTexture.Height), playerScaling, SpriteEffects.None, 0); } } } } }