السلام عليكم
انا لدي احدى كتب لتعليم برمجة الالعاب بXNA و حبيت استفسر عن التحكم بالاجسام بواسطة الكيبورد ,, سويت كل شي لكن مو راضي يتنفذ مثل ما هو مطلوب, ماني عارف هل الكود فيه خطأ منطقي او لا و هذا هو الكود:
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 WindowsGame3
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D texture;
Texture2D textureT;
int speed = 20;
Vector2 post =new Vector2(300,300);
KeyboardState state = Keyboard.GetState();
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();
}
/// <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);
texture = Content.Load<Texture2D>(@"images/images");
textureT = Content.Load<Texture2D>(@"images/كرة");
// 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();
}
if(state.IsKeyDown(Keys.Right))
post.X+=speed;
if (state.IsKeyDown(Keys.Left))
post.X -= speed;
if(state.IsKeyDown(Keys.Up))
post.Y-=speed;
if (state.IsKeyDown(Keys.Down))
post.Y += speed;
// 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.Black);
spriteBatch.Begin(SpriteBlendMode.Additive, SpriteSortMode.BackToFront, SaveStateMode.None);
spriteBatch.Draw(texture, post, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
spriteBatch.Draw(textureT, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
spriteBatch.End();
base.Draw(gameTime);
// TODO: Add your drawing code here
}
}
}