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📄 gamerendertest.cs

📁 运用directX完成的坦克游戏雏形
💻 CS
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using System;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using Microsoft.Samples.DirectX.UtilityToolkit;
using System.Collections;
using TankGogogo.GameRenderer;

namespace TankGogogo.ConsoleTest
{
	/// <summary>
	/// GameRenderTest 的摘要说明。
	/// </summary>
	public class GameRenderTest
	{
		
		public GameRenderTest()
		{
			//
			// TODO: 在此处添加构造函数逻辑
			//
		}
		/*
		static int xxMain()
		{
			System.Windows.Forms.Application.EnableVisualStyles();
			using (Framework sampleFramework = new Framework())
			{
				GameRenderer.GameRenderer sample = new GameRenderer.GameRenderer(sampleFramework);
				// Set the callback functions. These functions allow the sample framework to notify
				// the application about device changes, user input, and windows messages.  The 
				// callbacks are optional so you need only set callbacks for events you're interested 
				// in. However, if you don't handle the device reset/lost callbacks then the sample 
				// framework won't be able to reset your device since the application must first 
				// release all device resources before resetting.  Likewise, if you don't handle the 
				// device created/destroyed callbacks then the sample framework won't be able to 
				// recreate your device resources.
				sampleFramework.Disposing += new EventHandler(sample.OnDestroyDevice);
				sampleFramework.DeviceLost += new EventHandler(sample.OnLostDevice);
				sampleFramework.DeviceCreated += new DeviceEventHandler(sample.OnCreateDevice);
				sampleFramework.DeviceReset += new DeviceEventHandler(sample.OnResetDevice);

				sampleFramework.SetWndProcCallback(new WndProcCallback(sample.OnMsgProc));

				sampleFramework.SetCallbackInterface(sample);
				try
				{

					// Show the cursor and clip it when in full screen
					sampleFramework.SetCursorSettings(true, true);

					// Initialize
					sample.InitializeApplication();

					// Initialize the sample framework and create the desired window and Direct3D 
					// device for the application. Calling each of these functions is optional, but they
					// allow you to set several options which control the behavior of the sampleFramework.
					sampleFramework.Initialize(true, true, true); // Parse the command line, handle the default hotkeys, and show msgboxes
					sampleFramework.CreateWindow("SpriteSample");
					// Hook the keyboard event
					sampleFramework.Window.KeyDown += new System.Windows.Forms.KeyEventHandler(sample.OnKeyEvent);
					sampleFramework.CreateDevice(0, true, Framework.DefaultSizeWidth, Framework.DefaultSizeHeight,
						sample);

					// Pass control to the sample framework for handling the message pump and 
					// dispatching render calls. The sample framework will call your FrameMove 
					// and FrameRender callback when there is idle time between handling window messages.
					sampleFramework.MainLoop();

				}
#if(DEBUG)
				catch (Exception e)
				{
					// In debug mode show this error (maybe - depending on settings)
					sampleFramework.DisplayErrorMessage(e);
#else
            catch
            {
                // In release mode fail silently
#endif
					// Ignore any exceptions here, they would have been handled by other areas
					return (sampleFramework.ExitCode == 0) ? 1 : sampleFramework.ExitCode; // Return an error code here
				}

				// Perform any application-level cleanup here. Direct3D device resources are released within the
				// appropriate callback functions and therefore don't require any cleanup code here.
				return sampleFramework.ExitCode;
			}
		}
*/
	}
}

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