Monogame: SoundEffect, нажав на спрайт
Для моего университета мы должны начать с изучения Monogame/XNA на VisualStudio 2015. Мы должны сделать Sprite, который вращается по кругу и производит звуковой эффект, щелкая по нему и звуковой эффект, пропуская его. Но я не могу понять, как это сделать.
Все остальное просто отлично работает (после нескольких часов работы). Я был бы очень благодарен за любую помощь. Заранее спасибо.
С наилучшими пожеланиями Алекс.
PS: простите за мой английский:)
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Hausaufgabe_Uni_Logo
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager mGraphics;
SpriteBatch mSpriteBatch;
private Texture2D mBackground;
private Texture2D mUniLogo;
private Vector2 mPos = Vector2.Zero;
private SoundEffect mHit;
private SoundEffect mMiss;
private MouseState mPreviousMouseState;
private MouseState mCurrentMouseState;
private double mAngle;
private Vector2 mPosition = new Vector2(640, 512);
private float mX = 0;
private float mY = 0;
public Game1()
{
mGraphics = new GraphicsDeviceManager(this)
{
// Change the windows size into 1280x1024
PreferredBackBufferWidth = 1280,
PreferredBackBufferHeight = 1024
};
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()
{
// Set mouse visible
IsMouseVisible = true;
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.
mSpriteBatch = new SpriteBatch(GraphicsDevice);
// Load sprites
mBackground = Content.Load<Texture2D>("Background");
mUniLogo = Content.Load<Texture2D>("Unilogo");
mHit = Content.Load<SoundEffect>("Logo_hit");
mMiss = Content.Load<SoundEffect>("Logo_miss");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific 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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
mPreviousMouseState = mCurrentMouseState;
mCurrentMouseState = Mouse.GetState();
if (mCurrentMouseState.LeftButton == ButtonState.Pressed && mPreviousMouseState.LeftButton != ButtonState.Pressed)
{
if (Mouse.GetState().Position.X >= mX && Mouse.GetState().Position.X <= mX + 300 &&
Mouse.GetState().Position.Y >= mY && Mouse.GetState().Position.Y <= mY + 300)
{
mHit.Play();
}
else if (new Rectangle(0,0,1280,1024).Contains(Mouse.GetState().X, Mouse.GetState().Y) == true)
{
mMiss.Play();
}
}
mAngle -= 0.01;
mX = (float)Math.Sin(mAngle) * 350;
mY = (float)Math.Cos(mAngle) * 250;
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);
var viewport = mGraphics.GraphicsDevice.Viewport;
// Draw our sprites
mSpriteBatch.Begin();
mSpriteBatch.Draw(mBackground, new Rectangle(0,0,1280,1024), Color.White);
mSpriteBatch.Draw(mUniLogo, new Vector2(mX,mY), null, Color.White, 0, new Vector2(512, 512), 0.33f, SpriteEffects.None, 0);
mSpriteBatch.End();
base.Draw(gameTime);
}
}
}
1 ответ
Может быть попробовать что-то подобное? (ПРИМЕЧАНИЕ: это только фрагмент логики столкновений, а не все, что вам может понадобиться.)
Rectangle spriteRect;
MouseState ms, oldms;
protected override void Initialize()
{
// Set mouse visible
IsMouseVisible = true;
spriteRect= new Rectangle(/*foo*/);
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.
mSpriteBatch = new SpriteBatch(GraphicsDevice);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific 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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
ms=Mouse.GetState();
Rectangle mouseRect= new Rectangle((int)ms.X,(int)ms.Y,1,1);
if(ms.LeftButton==ButtonState.Pressed && oldms.LeftButton!=ButtonState.Pressed){
if(mouseRect.Intersects(spriteRect))
{
//play a sound
}
else{
//play a different sound
}
}
base.Update(gameTime);
}
}