我有一个XNA
PROGRAMM绘制一个纹理旋转的整体水平
绘图的代码看起来像的场(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();
}
}
}
我的问题IST现在,我如何旋转整个地图?
应该看起来像:
我不知道什么是最好的方式做到这一点。
我应该旋转我的纹理的每个人,并把他们在正确的顺序,还是有办法旋转整个水平?
我想如果我能够旋转整个关卡,我的生物的步行算法会更容易一些,因为它与当前的算法不会有所不同。
另一种方式(旋转每一个纹理)会更难......我想。
在此先感谢!
谢谢你的回答!我查看了这些链接,我认为他们会帮助我很多! – Sunnygurke 2012-04-08 18:22:08