我使用C#制作的游戏是Square Chase。将鼠标移到块上并在移动之前单击它。计时器将在后台倒计时,并且该块上的每个“标签”的分数将增加1。您可以通过示例在XNA 4.0游戏开发上执行项目。这是2010 C#,项目类型是Windows Game(4.0)。
现在我想为它添加额外的东西。我想每次点击块时拿走5秒的时间,但我不知道它是否正常工作,所以我需要让时间保持可见。我希望每次你去广场时都要小一些。
代码:(在更新和if语句下我已经在时间上做了减法,但是想要确保它的工作方式是可见的)谢谢你
我需要了解如何下沉和大图,我需要知道如何在屏幕上显示浮动。
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 RFSquareChase
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Random rand = new Random ();
Texture2D squareTexture;
Rectangle currentSquare;
int playerScore = 0;
float timeRemaining = 0.0f;
const float TimePerSquare = 0.75f;
Color [] colors = new Color[3] { Color.Red, Color.Green, Color.Blue };
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
base.Initialize();
this.IsMouseVisible = true;
}
/// <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);
squareTexture = Content.Load<Texture2D>(@"SQUARE");
// 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
if (timeRemaining == 0.0f)
{
currentSquare = new Rectangle(
rand.Next(0, this.Window.ClientBounds.Width - 25),
rand.Next(0, this.Window.ClientBounds.Height - 25),
25, 25);
timeRemaining = TimePerSquare;
}
MouseState mouse = Mouse.GetState();
if ((mouse.LeftButton == ButtonState.Pressed) &&
(currentSquare.Contains(mouse.X, mouse.Y)))
{
playerScore++;
timeRemaining = 0.0f;
timeRemaining = timeRemaining - 5;
}
timeRemaining = MathHelper.Max(0, timeRemaining - (float)gameTime.ElapsedGameTime.TotalSeconds);
this.Window.Title = "Score : " + playerScore.ToString();
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.Gray);
spriteBatch.Begin();
spriteBatch.Draw(
squareTexture,
currentSquare,
colors[playerScore % 3]);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}