/// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; /// <summary> /// 图片的位置 /// </summary> private Vector2 picPosition; /// <summary> /// 当前鼠标点击的位置 /// </summary> private Vector2 CurrentPosition; /// <summary> /// 移动因子 /// </summary> private Vector2 MovePix; /// <summary> /// 定义2D的纹理图片 /// </summary> private Texture2D texture; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsMouseVisible = true;//显示鼠标 //初始化鼠标点击游戏界面的坐标 picPosition = new Vector2(); MovePix = new Vector2(1.0f, 1.0f);//移动一个像素 } /// <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); texture = Texture2D.FromFile(graphics.GraphicsDevice, "test.jpg"); // 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(); MouseState mouseState = Mouse.GetState(); if (mouseState.LeftButton == ButtonState.Pressed) { Viewport vp = graphics.GraphicsDevice.Viewport;//获取视窗 if (mouseState.X < vp.X || mouseState.X > vp.X + vp.Width || mouseState.Y < vp.Y || mouseState.Y > vp.Y + vp.Height) { //点击坐标不在窗体内就不管了 } else { if (CurrentPosition.X != mouseState.X || CurrentPosition.Y != mouseState.Y) { CurrentPosition.X = mouseState.X; CurrentPosition.Y = mouseState.Y; } } } Mover(); // 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 spriteBatch.Begin(); spriteBatch.Draw(texture, picPosition, Color.White); spriteBatch.End(); base.Draw(gameTime); } /// <summary> /// 开始移动 /// </summary> void Mover() { Vector2 v = picPosition - CurrentPosition;//向量相减 if (v.X > 0) picPosition.X -= MovePix.X;//向左移动 else if (v.X + texture.Width < 0) picPosition.X += MovePix.X;//向右移动 if (v.Y > 0) picPosition.Y -= MovePix.Y;//向上移动 else if (v.Y + texture.Height < 0) picPosition.Y += MovePix.Y;//向一移动 } }
图片还是使用上次的2维图片,现在在非图片覆盖区按住鼠标的左键并移动鼠标看看,图片是不是跟着鼠标的方向慢慢移动了,看到这里,大家会想到什么了么?
对了,就是游戏中的角色对怪的位置跟踪,但在这张图上只体现了F(G+H),因为窗体没有任何的障碍物。