Thanks a lot exal! I'll check the link you've provided. I am sure it will. Beta 2 only sounds like its days off, I would sugguest you wait.
Alright, I have XNA 2. But I am getting a strange error. It says: Both a valid vertex shader and pixel shader or valid effect must be set on the device before draw operations may be performed. And is pointing to: graphics. DrawIndexedPrimitives PrimitiveType. TriangleList, 0, 0, Terrain. I honastly have very little clue what the problem is.
Any help would be nice. Friday, November 10, PM. Saturday, November 11, PM. Thank you, I was trying to convert my code over. Until I got here. You may also want to create an object called a SpriteBatch, that allows you to later draw your sprites as a batch. The following call allows us to load our graphic file into our sprite:.
Note, that in order to load your Content, the bitmaps in the content must be part of the project. This is because, XNA converts all images and sounds to its own format. Textures are made into. Keyboard Input is handled inside the Update method. If we want to respond to the space bar being pressed, we simply get all the keys pressed since the last Update and see if one of them is a space bar.
Listing 1 shows the code inside update that checks for a space bar press:. GetPressedKeys ; if keys. Angle; Sound. In order to move a sprite on the screen, we need to update its position or angle. Translation and rotation are handled inside the Update method. The results of the transformation are later shown using the overriden Draw method. Looking at listing 1, we see that we are moving a photon torpedo.
We set the initial photon torpedo to be at the coordinates of the Enterprise ship and angle the torpedo in the direction the ship is moving. Our homebrewed sprite class handles the translation of the missle through it's own Update method. The Update method of the Sprite class takes the delta change of position coordinates and the change in the angle and adds it to the sprite's current coordinates:.
The sprites are drawn inside the Draw method of the Game object. Drawing is batched through the SpriteBatch object. Listing 3 shows the code needed to draw each of our game objects.
Note that we draw different sprites depending upon the state of objects in the game. Clear Color. Black ;. Sprites Draw themselves by batching through the SpriteBatch object. The SpriteBatch class has a method called Draw that allows us to draw our sprite, translated, rotated, and scaled giving us great flexibility in transforming our sprite. Listing 4 illustrates how the sprite is drawn through the SpriteBatch object.
Creating Sounds in XNA turns out to be a little bit more than loading a file. Xact allows you to drag wave files from explorer into what is called a wave bank. You then need to drag files from the wave bank into a sound bank. Finally you need to drag files from the sound bank into the Cue.
It is inside the Cue that you can retrieve sounds and play them through your computer's sound card. This whole process of dragging and dropping sounds three times strikes me as a bit silly, but currently that is the situation.
The sound classes in XNA are a bit finicky so make sure that eventually your sounds end up in the Cue or they won't play. In this project, we have wrapped the Sound functionality in a Sound class to make things a bit easier.
However, you still need to make sure that you get all the names of the audio engine file, the sound bank file and wave bank file correct in the Initialize function of the Sound class shown in listing 5. Also make sure you have included sound. This file will be automatically generated by XACT. If you've done everything correctly, then when you call Sound.
This is NOT how I intend to keep it. I will explain effects and drawing 3D models to the screen before this tutorial in the 3D section. Sorry for doing it out of order! Thats it! In the next tutorial, we will create an Object-Oriented solution to the problem of drawing different types of 3D polygons. Generic; using System.
Linq; using Microsoft. Framework; using Microsoft. Audio; using Microsoft. Content; using Microsoft. GamerServices; using Microsoft. Graphics; using Microsoft. Input; using Microsoft. Effect effect; VertexPositionColor[] vertices;. Calling base. GetState PlayerIndex. Pressed this. Exit ;. Definitely believe that which you said. Your favorite justification appeared to be on the web the simplest thing to be aware of. You managed to hit the nail upon the top and also defined out the whole thing without having side-effects , people could take a signal.
Will likely be back to get more. Trying to get from paper to to the screen is somewhat of a problem tho, I was able to show it in 2D using basic draw in c but only from the x,y and z,y and x,z standpoint so it is not very rotatable as I would like it. Should I be setting it up as a its own separate class and what should I be using as headers? All help is appreciated.
Assuming this is the case, you should use the triangle strip method I defined above for displaying the polygon as a bunch of triangles, which will probably throw your code off a bit.
Furthermore, you have to make sure that you are either updating the culling options as you rotate the polygon, or set up your program with no culling at all, which I think is a better option as long as all you are doing is displaying this polygon. To do this, just set state. CullMode to CullMode. Thank you for your quick responce.
I would rather create a wireframe structure in c using xna if this is possible. Any ideas? This question is a lot tougher. The answer really depends on how sophisticated your vertex generation program is.
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