|
Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2067 / 33 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Самостоятельная работа 5:
Основы 3Д. Текстурирование
Реализация:
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;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace Lab5
{
/// <summary<
/// This is the main type for your game
/// </summary<
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
VertexDeclaration vd;
VertexPositionTexture[] verts;
int[] indices;
BasicEffect effect;
Texture2D texture;
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
effect = new BasicEffect(GraphicsDevice, null);
vd = new VertexDeclaration(GraphicsDevice, VertexPositionTexture.VertexElements);
verts = new VertexPositionTexture[24];
verts[0] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector2(0, 0));
verts[1] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector2(1, 0));
verts[2] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector2(1, 1));
verts[3] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector2(0, 1));
verts[4] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector2(0, 0));
verts[5] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector2(1, 0));
verts[6] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector2(1, 1));
verts[7] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector2(0, 1));
verts[8] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector2(0, 0));
verts[9] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector2(1, 0));
verts[10] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector2(1, 1));
verts[11] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector2(0, 1));
verts[12] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector2(0, 0));
verts[13] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector2(1, 0));
verts[14] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector2(1, 1));
verts[15] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector2(0, 1));
verts[16] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector2(1, 0));
verts[17] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector2(0, 0));
verts[18] = new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector2(0, 1));
verts[19] = new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector2(1, 1));
verts[20] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector2(1, 0));
verts[21] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector2(0, 0));
verts[22] = new VertexPositionTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector2(0, 1));
verts[23] = new VertexPositionTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector2(1, 1));
indices = new int[] { 0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11 ,8,
12, 13, 14, 14, 15, 12,
16, 17, 18, 18, 19, 16,
20, 21, 22, 22, 23, 20
};
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);
// TODO: use this.Content to load your game content here
texture = Content.Load<Texture2D<("tex");
}
/// <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
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
Matrix world = Matrix.CreateRotationY((float)gameTime.TotalGameTime.TotalSeconds);
Matrix view = Matrix.CreateLookAt(new Vector3(0.5f, 1, 3), Vector3.Zero, Vector3.Up);
Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 1, 10);
GraphicsDevice.VertexDeclaration = vd;
effect.World = world;
effect.View = view;
effect.Projection = proj;
effect.Texture = texture;
effect.TextureEnabled = true;
effect.DiffuseColor = new Vector3(1, 1, 1);
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionTexture<(PrimitiveType.TriangleList, verts, 0, verts.Length, indices, 0, indices.Length / 3);
pass.End();
}
effect.End();
base.Draw(gameTime);
}
}
}