使用 Button 类在 XNA 中创建图形按钮(九)
平方已经开发了一些 Windows Phone 上的一些游戏,算不上什么技术大牛。在这里分享一下经验,仅为了和各位朋友交流经验。平方会逐步将自己编写的类上传到托管项目中,没有什么好名字,就叫 WPXNA 吧,最后请高手绕道而行吧,以免浪费时间。(为了突出重点和减少篇幅,有些示例代码可能不够严谨。)
按钮
在游戏当中,我们可能需要创建一些图形按钮,平方创建了 Button 类来完成这个任务。
首先,我们需要在按钮中定义了一个 Movie,使用这个 Movie 来控制图形,他可以播放按钮各种状态时的动画。
protected readonly Movie backgroundMovie; protected string upMovieSequenceName = "up"; protected string downMovieSequenceName = "down"; protected string disableMovieSequenceName = "disable"; internal Button ( string name, string resourceName, string command, Vector2 location, int width, int height, bool isSole, Point upFrameIndex, Point downFrameIndex, Point disableFrameIndex, params MovieSequence[] movieSequences ) : base ( name, resourceName ) { // ... List<MovieSequence> sequences = new List<MovieSequence> ( ); sequences.Add ( new MovieSequence ( this.upMovieSequenceName, upFrameIndex ) ); sequences.Add ( new MovieSequence ( this.downMovieSequenceName, downFrameIndex ) ); sequences.Add ( new MovieSequence ( this.disableMovieSequenceName, disableFrameIndex ) ); if ( null != movieSequences && movieSequences.Length != 0 ) sequences.AddRange ( movieSequences ); this.backgroundMovie = new Movie ( "background", resourceName, location, width, height, 0, 1f, this.upMovieSequenceName, sequences.ToArray ( ) ); // ... } internal override void Init ( Scene scene ) { base.Init ( scene ); this.backgroundMovie.Init ( scene ); } internal override void InitResource ( ResourceManager resourceManager ) { base.InitResource ( resourceManager ); this.backgroundMovie.InitResource ( resourceManager ); } public override void Dispose ( ) { this.backgroundMovie.Dispose ( ); base.Dispose ( ); }在构造函数中,参数 resourceName 表示按钮图形的资源名称,字段 backgroundMovie 是控制按钮背景的电影,默认电影序列的名称为 up,down,disable,分别对应了按钮松开,按钮按下,按钮不可用。
你可以指定不同电影序列对应的帧,也可以使用默认的值。默认情况下,up 右边的是 down,down 右边是 disable,就像下面的图形:
由于 backgroundMovie 是被 Button 创建的,所以 backgroundMovie 需要被 Button 管理。在方法 Init,InitResource 中,我们会初始化 backgroundMovie,在方法 Dispose 中,我们销毁了 backgroundMovie。
internal event EventHandler<ButtonEventArgs> Pressing; internal event EventHandler<ButtonEventArgs> Pressed; internal static void Press ( Button button ) { button.IsPressing = true; button.press ( ); if ( null != button.Pressing ) button.Pressing ( button, new ButtonEventArgs ( button.command ) ); } internal static void Unpress ( Button button ) { if ( !button.IsPressing ) return; button.IsPressing = false; button.unpress ( ); if ( null != button.Pressed ) button.Pressed ( button, new ButtonEventArgs ( button.command ) ); } internal static bool PressTest ( Button button, IList<Motion> motions ) { if ( !button.isEnabled || !button.isVisible ) return false; foreach ( Motion motion in motions ) if ( motion.Type == MotionType.Down || motion.Type == MotionType.Press ) { Point location = new Point ( ( int ) motion.Position.X, ( int ) motion.Position.Y ); if ( button.bound.Contains ( location ) ) { Press ( button ); return true; } } Unpress ( button ); return false; }方法 Press 将使按钮进入按下状态,并触发 Pressing 事件。方法 Unpress 将使按钮离开按下状态,并触发 Pressed 事件。你并不需要直接调用上面的两个方法,而只需要调用 PressTest,这个方法将检测某一个按钮的按下状态。
internal event EventHandler<ButtonEventArgs> Selected; internal static void Select ( Button button ) { if ( !button.isEnabled ) return; button.select ( ); if ( null != button.Selected ) button.Selected ( button, new ButtonEventArgs ( button.command ) ); } internal static bool ClickTest ( Button button, IList<Motion> motions ) { if ( !button.isEnabled || !button.isVisible ) return false; foreach ( Motion motion in motions ) if ( motion.Type == MotionType.Up ) { Point location = new Point ( ( int ) motion.Position.X, ( int ) motion.Position.Y ); if ( button.bound.Contains ( location ) ) { Select ( button ); return true; } } return false; }方法 Select 和 Press 方法类似,并可以通过方法 ClickTest 来测试用户是否选择了按钮。
protected virtual void select ( ) { this.scene.AudioManager.PlaySound ( "click.s" ); } protected virtual void press ( ) { if ( this.backgroundMovie.CurrentSequenceName != this.downMovieSequenceName ) Movie.Play ( this.backgroundMovie, this.downMovieSequenceName ); } protected virtual void unpress ( ) { if ( this.backgroundMovie.CurrentSequenceName != this.upMovieSequenceName ) Movie.Play ( this.backgroundMovie, this.upMovieSequenceName ); } internal virtual void Draw ( SpriteBatch batch ) { if ( !this.isVisible ) return; Movie.Draw ( this.backgroundMovie, null, batch ); }Button 的 select 方法中将播放资源名称为 click.s 的声音,press 和 unpress 方法中将播放相关的动画。派生类可以修改这些方法来执行自己的操作。在 Draw 方法中,我们将绘制按钮。
protected string command; internal bool IsPressing = false; private bool isEnabled = true; internal virtual bool IsEnabled { get { return this.isEnabled; } set { Movie.Play ( this.backgroundMovie, value ? this.upMovieSequenceName : this.disableMovieSequenceName ); this.isEnabled = value; } } protected Vector2 location; public virtual Vector2 Location { get { return this.location; } set { this.location = value; this.backgroundMovie.Location = value; this.bound = new Rectangle ( ( int ) ( value.X ), ( int ) ( value.Y ), this.Width, this.Height ); } } internal override bool IsVisible { set { base.IsVisible = value; this.backgroundMovie.IsVisible = value; } }字段 command 表示按钮的命令,字段 IsPressing 表示的按钮是否被按下,属性 IsEnabled 表示按钮是否可用,属性 Location 表示按钮的位置,属性 IsVisible 表示按钮是否可见。
一个例子
internal sealed class SceneT10 : Scene { private readonly Button buttonPlay; internal SceneT10 ( ) : base ( Vector2.Zero, GestureType.None, new Resource[] { new Resource ( "play.image", ResourceType.Image, @"image\button1" ), new Resource ( "click.s", ResourceType.Sound, @"sound\click" ), }, new Making[] { new Button ( "b.play", "play.image", "PLAY", new Vector2 ( 100, 100 ), 100, 50, new Point ( 1, 1 ) ) } ) { this.buttonPlay = this.makings[ "b.play" ] as Button; //this.buttonPlay.IsEnabled = false; this.buttonPlay.Pressing += this.buttonPlayPressing; this.buttonPlay.Pressed += this.buttonPlayPressed; } protected override void inputing ( Controller controller ) { base.inputing ( controller ); Button.PressTest ( this.buttonPlay, controller.Motions ); } protected override void drawing ( GameTime time, SpriteBatch batch ) { base.drawing ( time, batch ); this.buttonPlay.Draw ( batch ); } private void buttonPlayPressing ( object sender, ButtonEventArgs e ) { Debug.WriteLine ( "play button pressing" ); } private void buttonPlayPressed ( object sender, ButtonEventArgs e ) { Debug.WriteLine ( "play button pressed" ); } public override void Dispose ( ) { this.buttonPlay.Pressing -= this.buttonPlayPressing; this.buttonPlay.Pressed -= this.buttonPlayPressed; base.Dispose ( ); } }在场景 SceneT10 中,我们载入按钮所需要的资源,包括:图像,声音。并定义一个按钮。
在场景 SceneT10 的 inputing 方法中,我们使用 Button 的 PressTest 方法测试用户是否按下了按钮。
在构造函数中,我们会 Button 设置了事件 Pressing 和 Pressed,在 buttonPlayPressing 和 buttonPlayPressed 方法中,我们打印了一些文字。
protected override void OnNavigatedTo ( NavigationEventArgs e ) { // ... this.appendScene ( new mygame.test.SceneT10 ( ), null, false ); // ... }最后,我们在 World 的 OnNavigatedTo 方法中,使用 appendScene 方法添加了场景 SceneT10。
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