Ecco il codice
codice:
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.Input.Touch;
using Microsoft.Xna.Framework.Media;
namespace WindowsPhoneGame1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D logoTexture;
Vector2 logoPosition;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0);
}
/// <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);
// TODO: use this.Content to load your game content here
logoTexture = Content.Load<Texture2D>("logo");
Viewport viewport = graphics.GraphicsDevice.Viewport;
logoPosition = new Vector2(
(viewport.Width - logoTexture.Width) / 2,
(viewport.Height - logoTexture.Height) / 2);
}
/// <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
TouchCollection touchCollection = TouchPanel.GetState();
if (touchCollection.Count > 0)
{
TouchLocation t1 = touchCollection[0];
double x = t1.Position.X - (logoPosition.X + (logoTexture.Width / 2));
double y = t1.Position.Y - (logoPosition.Y + (logoTexture.Height / 2));
double speed = Math.Sqrt(x * x + y * y) / 20;
double angle = (float)Math.Atan2(y, x);
logoPosition.X += (float)(speed * Math.Cos(angle));
logoPosition.Y += (float)(speed * Math.Sin(angle));
}
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);
// TODO: Add your drawing code here
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
spriteBatch.Draw(logoTexture, logoPosition, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Come ho gia detto il codice è preso e compilato da internet. Ecco il link diretto
http://download.microsoft.com/downlo...ppForPhone.zip