Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2057 / 31 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Теги:
Самостоятельная работа 1:
Практика. Перемещение объектов в 2D пространстве
Реализация:
В следующем листинге приведена простая реализация без зацикливания и обработки пользовательского ввода:
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; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace Lab1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sprite; int width; int height; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; width = graphics.PreferredBackBufferWidth = 800; height = graphics.PreferredBackBufferHeight = 600; } /// <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); // TODO: use this.Content to load your game content here sprite = Content.Load<Texture2D>("hero"); } /// <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); } /// <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 // Координаты левого верхнего угла экрана Vector2 pos = new Vector2(0, 0); if (gameTime.TotalGameTime.TotalSeconds > 1) { // Координаты правого верхнего угла экрана pos = new Vector2(width - sprite.Width, 0); } if (gameTime.TotalGameTime.TotalSeconds > 2) { pos = new Vector2(width - sprite.Width, height - sprite.Height); } if (gameTime.TotalGameTime.TotalSeconds > 3) { pos = new Vector2(0, height - sprite.Height); } if (gameTime.TotalGameTime.TotalSeconds > 4) { pos = new Vector2(width / 2 - sprite.Width / 2, height/2 - sprite.Height/2); } spriteBatch.Begin(); spriteBatch.Draw(sprite, pos, Color.White); spriteBatch.End(); base.Draw(gameTime); } } }