Я только вчера начал изучать XNA Game Studio 4.0 в надстройке над Visual C# 2010.
Всё сделано точно по приведенному примеру, но
https://gcup.ru/publ/gamedev/xna_dlja_nachinajushhikh_risovanie_sprajtov_animacija_i_beg_chast_vtoraja/1-1-0-320
Выдаётся ошибка на spriteBatch.Draw(spriteTexture, spritePosition, rectangle, Color.White);
rectangle - Ошибка 2 Элемент "rectangle" не существует в текущем контексте.
Может кто-то знает в чём дело. Если ALT-Schift-F10, то Visual C# 2010 предлагает создать заглушку для свойства или поля. Тогда пример запускается, но спрайт не бежит влево, а при нажатии на Left появляется ещё три спрайта вправо и стоят на месте. Просьба помочь.
Код
Sprites.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework;
namespace DrawSprite
{
class Sprites
{
public Texture2D spriteTexture;
public Vector2 spritePosition;
int FrameCount; //Количество всех фреймов в изображении (у нас это 10)
int frame;//какой фрейм нарисован в данный момент
float TimeForFrame;//Сколько времени нужно показывать один фрейм (скорость)
float TotalTime;//сколько времени прошло с показа предыдущего фрейма
// private Rectangle? rectangle;
public Sprites()
{
}
public Sprites(int speedAnimation)
{
frame = 0;
TimeForFrame = (float)1 / speedAnimation;
TotalTime = 0;
}
public void Update(GameTime gameTime)
{
FrameCount = spriteTexture.Width / spriteTexture.Height;
TotalTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (TotalTime > TimeForFrame)
{
frame++;
frame = frame % (FrameCount - 1);
TotalTime -= TimeForFrame;
}
}
public void DrawAnimation(SpriteBatch spriteBatch)
{
int frameWidth = spriteTexture.Width / FrameCount;
Rectangle rectanglе = new Rectangle(frameWidth * frame, 0, frameWidth, spriteTexture.Height);
spriteBatch.Draw(spriteTexture, spritePosition, rectangle, Color.White);
}
public void LoadContent(ContentManager Content, String texture)
{
spriteTexture = Content.Load<Texture2D>(texture);
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(spriteTexture, spritePosition, Color.White);
}
}
}
и
Код
Game1.cs
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;
namespace DrawSprite
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Sprites hero;
Sprites runAnimation;
KeyboardState states;
public Game1() // Конструктор
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
hero = new Sprites();
runAnimation = new Sprites(10);
graphics.PreferredBackBufferHeight = 600; //Ширина экрана
graphics.PreferredBackBufferWidth = 600; //Высота экрана
}
/// <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()
{
hero.spritePosition = new Vector2(300, 300);
runAnimation.spritePosition = new Vector2(300, 300);
// 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);
hero.LoadContent(Content, "idle");
runAnimation.LoadContent(Content, "run");
// 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();
states = Keyboard.GetState();
// TODO: Add your update logic here
runAnimation.Update(gameTime);
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);
spriteBatch.Begin();
// hero.Draw(spriteBatch);
// runAnimation.DrawAnimation(spriteBatch);
if (states.IsKeyDown(Keys.Left))
{
runAnimation.DrawAnimation(spriteBatch);
}
else
hero.Draw(spriteBatch);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}