我有一個XNA
PROGRAMM繪製一個紋理旋轉的整體水平
繪圖的代碼看起來像的場(50×50):
namespace Village
{
public class DrawLogic
{
internal static void DrawCreatures(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Dictionary<string, Texture2D> creatureTextures, List<Creature> list, Coordinate current)
{
spriteBatch.Begin();
foreach (var item in list)
{
Vector2 origin = new Vector2(0, 0);
if (item.Selected)
{
spriteBatch.Draw(creatureTextures["selected"], new Vector2((item.Coordinates.X * 32) - current.X, (item.Coordinates.Y * 32) - current.Y), new Rectangle(0, 0, creatureTextures["human"].Width, creatureTextures["human"].Height), Color.White, 0.0f, origin, 1f, SpriteEffects.None, 1f);
}
else
{
spriteBatch.Draw(creatureTextures["human"], new Vector2((item.Coordinates.X * 32) - current.X, (item.Coordinates.Y * 32) - current.Y), new Rectangle(0, 0, creatureTextures["human"].Width, creatureTextures["human"].Height), Color.White, 0.0f, origin, 1f, SpriteEffects.None, 1f);
}
}
spriteBatch.End();
}
internal static void DrawObjects(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Dictionary<string, Texture2D> creatureTextures, List<IHarvestable> list, Coordinate current)
{
spriteBatch.Begin();
foreach (var item in list)
{
Vector2 origin = new Vector2(0, 0);
spriteBatch.Draw(creatureTextures["tree"], new Vector2((item.Coordinates.X * 32) - current.X, (item.Coordinates.Y * 32) - current.Y), new Rectangle(0, 0, creatureTextures["tree"].Width, creatureTextures["tree"].Height), Color.White, 0.0f, origin, 1f, SpriteEffects.None, 1f);
}
spriteBatch.End();
}
internal static void DrawMap(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Dictionary<string, Texture2D> worldTextures, Block[,] map, Coordinate current)
{
spriteBatch.Begin();
for (int i = 0; i < map.GetLength(0); i++)
{
for (int j = 0; j < map.GetLength(1); j++)
{
if (map[i, j].GetType() == typeof(Grass))
{
Vector2 origin = new Vector2(0, 0);
spriteBatch.Draw(worldTextures["grass"], new Vector2((i * 32) - current.X, (j * 32) - current.Y), new Rectangle(0, 0, worldTextures["grass"].Width, worldTextures["grass"].Height), Color.White, 0.0f, origin, 1.0f, SpriteEffects.None, 1f);
}
}
}
spriteBatch.End();
}
}
}
我的問題IST現在,我如何旋轉整個地圖?
應該看起來像:
我不知道什麼是最好的方式做到這一點。
我應該旋轉我的紋理的每個人,並把他們在正確的順序,還是有辦法旋轉整個水平?
我想如果我能夠旋轉整個關卡,我的生物的步行算法會更容易一些,因爲它與當前的算法不會有所不同。
另一種方式(旋轉每一個紋理)會更難......我想。
在此先感謝!
謝謝你的回答!我查看了這些鏈接,我認爲他們會幫助我很多! – Sunnygurke 2012-04-08 18:22:08