Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2056 / 31 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Теги:
Самостоятельная работа 4:
Основы 3Д. Работа с библиотекой графических примитивов.
Реализация:
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; using Primitives3D; namespace Lab4 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; List<GeometricPrimitive> primitives = new List<GeometricPrimitive>(); float angle; 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 primitives.Add(new SpherePrimitive(GraphicsDevice, 1, 20)); primitives.Add(new SpherePrimitive(GraphicsDevice, 1, 3)); primitives.Add(new CubePrimitive(GraphicsDevice, 1)); primitives.Add(new CylinderPrimitive(GraphicsDevice, 1, 1, 20)); primitives.Add(new TorusPrimitive(GraphicsDevice, 1, 0.3f, 20)); primitives.Add(new TeapotPrimitive(GraphicsDevice, 1, 20)); 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 } /// <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 angle += (float)gameTime.ElapsedGameTime.TotalSeconds; 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 Matrix world = Matrix.CreateRotationY(angle); Matrix view = Matrix.CreateLookAt(new Vector3(0, 0, 5), Vector3.Zero, Vector3.Up); Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 0.1f, 10); for (int i = 0; i < primitives.Count; i++) { Vector3 pos = new Vector3(i / 2 - 1, i % 2 - 0.5f, 0); Vector3 dir = pos - Vector3.Zero; pos += dir * 0.4f; world = Matrix.CreateRotationY(angle) * Matrix.CreateTranslation(pos); primitives[i].Draw(world, view, proj, Color.Red); } base.Draw(gameTime); } } }