بســم الله الـرحمــن الرحيــم الدرس الثاني عشر أهلا بكم في الدرس الثاني عشر من سلسلة دروس تعلم الXna , سوف نقوم في هذا الدرس بإنشاء التضاريس بشكل عشوائي, "بلشنا الجد" . النتيجة من الدرس السابق غير مرضية أبدا. كتطوير أولي,سوف نقوم بتغيير إنحدار التضاريس. لن نشير إلى ميزات جديده في ال Xna, لكن سوف نعرض كيف بإمكاننا أن نستغل بعض الأرقام العشوائية في اللعبة. بدلا من التضاريس المستوية, دعنا نقوم بتغيير الكود لكي يقوم بإنشاء إنحدارات التضاريس. قم بإستبدال الكود في الدالة GenerateTerrainContour :
private void GenerateTerrainContour() { terrainContour = new int[screenWidth]; float offset = screenHeight / 2; float peakheight = 100; float flatness = 50; for (int x = 0; x < screenWidth; x++) { double height = peakheight * Math.Sin((float)x / flatness)+offset; terrainContour[x] = (int)height; } }
private void GenerateTerrainContour() { terrainContour = new int[screenWidth]; double rand1 = randomizer.NextDouble() + 1; double rand2 = randomizer.NextDouble() + 2; double rand3 = randomizer.NextDouble() + 3; float offset = screenHeight / 2; float peakheight = 100; float flatness = 70; for (int x = 0; x < screenWidth; x++) { double height = peakheight / rand1 * Math.Sin((float)x / flatness * rand1 + rand1); height += peakheight / rand2 * Math.Sin((float)x / flatness * rand2 + rand2); height += peakheight / rand3 * Math.Sin((float)x / flatness * rand3 + rand3); height += offset; terrainContour[x] = (int)height; } }
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[i].Position = new Vector2(); players[i].Position.X = screenWidth / (numberOfPlayers + 1) * (i + 1); players[i].Position.Y = terrainContour[(int)players[i].Position.X]; }
GenerateTerrainContour(); SetUpPlayers(); CreateForeground();
private void FlattenTerrainBelowPlayers() { foreach (PlayerData player in players) if (player.IsAlive) for (int x = 0; x < 40; x++) terrainContour[(int)player.Position.X + x] = terrainContour[(int)player.Position.X]; }
GenerateTerrainContour(); SetUpPlayers(); FlattenTerrainBelowPlayers(); CreateForeground();
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; Texture2D rocketTexture; Texture2D smokeTexture; SpriteFont font; PlayerData players; int numberOfPlayers = 4; float playerScaling; int currentPlayer = 0; bool rocketFlying = false; Vector2 rocketPosition; Vector2 rocketDirection; float rocketAngle; float rocketScaling = 0.1f; List smokeList = new List (); Random randomizer = new Random(); int terrainContour; 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"); carriageTexture = Content.Load ("carriage"); cannonTexture = Content.Load ("cannon"); rocketTexture = Content.Load ("rocket"); smokeTexture = Content.Load ("smoke"); font = Content.Load ("myFont"); playerScaling = 40.0f / (float)carriageTexture.Width; GenerateTerrainContour(); SetUpPlayers(); FlattenTerrainBelowPlayers(); CreateForeground(); } 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[i].Position = new Vector2(); players[i].Position.X = screenWidth / (numberOfPlayers + 1) * (i + 1); players[i].Position.Y = terrainContour[(int)players[i].Position.X]; } } private void GenerateTerrainContour() { terrainContour = new int[screenWidth]; double rand1 = randomizer.NextDouble() + 1; double rand2 = randomizer.NextDouble() + 2; double rand3 = randomizer.NextDouble() + 3; float offset = screenHeight / 2; float peakheight = 100; float flatness = 70; for (int x = 0; x < screenWidth; x++) { double height = peakheight / rand1 * Math.Sin((float)x / flatness * rand1 + rand1); height += peakheight / rand2 * Math.Sin((float)x / flatness * rand2 + rand2); height += peakheight / rand3 * Math.Sin((float)x / flatness * rand3 + rand3); height += offset; terrainContour[x] = (int)height; } } private void FlattenTerrainBelowPlayers() { foreach (PlayerData player in players) if (player.IsAlive) for (int x = 0; x < 40; x++) terrainContour[(int)player.Position.X + x] = terrainContour[(int)player.Position.X]; } private void CreateForeground() { Color foregroundColors = new Color[screenWidth * screenHeight]; for (int x = 0; x < screenWidth; x++) { for (int y = 0; y < screenHeight; y++) { if (y > terrainContour[x]) foregroundColors[x + y * screenWidth] = Color.Green; else foregroundColors[x + y * screenWidth] = Color.TransparentBlack; } } foregroundTexture = new Texture2D(device, screenWidth, screenHeight, 1, TextureUsage.None, SurfaceFormat.Color); foregroundTexture.SetData(foregroundColors); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); ProcessKeyboard(); UpdateRocket(); 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; if (keybState.IsKeyDown(Keys.Enter) || keybState.IsKeyDown(Keys.Space)) { rocketFlying = true; rocketPosition = players[currentPlayer].Position; rocketPosition.X += 20; rocketPosition.Y -= 10; rocketAngle = players[currentPlayer].Angle; Vector2 up = new Vector2(0, -1); Matrix rotMatrix = Matrix.CreateRotationZ(rocketAngle); rocketDirection = Vector2.Transform(up, rotMatrix); rocketDirection *= players[currentPlayer].Power / 50.0f; } } private void UpdateRocket() { if (rocketFlying) { Vector2 gravity = new Vector2(0, 1); rocketDirection += gravity / 10.0f; rocketPosition += rocketDirection; rocketAngle = (float)Math.Atan2(rocketDirection.X, -rocketDirection.Y); for (int i = 0; i < 5; i++) { Vector2 smokePos = rocketPosition; smokePos.X += randomizer.Next(10) - 5; smokePos.Y += randomizer.Next(10) - 5; smokeList.Add(smokePos); } } } protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); DrawScenery(); DrawPlayers(); DrawText(); DrawRocket(); DrawSmoke(); 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); } } } private void DrawText() { PlayerData player = players[currentPlayer]; int currentAngle = (int)MathHelper.ToDegrees(player.Angle); spriteBatch.DrawString(font, "Cannon angle: " + currentAngle.ToString(), new Vector2(20, 20), player.Color); spriteBatch.DrawString(font, "Cannon power: " + player.Power.ToString(), new Vector2(20, 45), player.Color); } private void DrawRocket() { if (rocketFlying) spriteBatch.Draw(rocketTexture, rocketPosition, null, players[currentPlayer].Color, rocketAngle, new Vector2(42, 240), 0.1f, SpriteEffects.None, 1); } private void DrawSmoke() { foreach (Vector2 smokePos in smokeList) spriteBatch.Draw(smokeTexture, smokePos, null, Color.White, 0, new Vector2(40, 35), 0.2f, SpriteEffects.None, 1); } } }