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mmdx: Commit


Commit MetaInfo

Revision30 (tree)
Zeit2010-03-05 01:39:55
Autorwilfrem

Log Message

保留状態だったデモを追加。

Ändern Zusammenfassung

Diff

--- trunk/MikuMikuDanceXNADemo/Program.cs (nonexistent)
+++ trunk/MikuMikuDanceXNADemo/Program.cs (revision 30)
@@ -0,0 +1,19 @@
1+using System;
2+
3+namespace MikuMikuDanceXNADemo
4+{
5+ static class Program
6+ {
7+ /// <summary>
8+ /// The main entry point for the application.
9+ /// </summary>
10+ static void Main(string[] args)
11+ {
12+ using (Game1 game = new Game1())
13+ {
14+ game.Run();
15+ }
16+ }
17+ }
18+}
19+
--- trunk/MikuMikuDanceXNADemo/Properties/AssemblyInfo.cs (nonexistent)
+++ trunk/MikuMikuDanceXNADemo/Properties/AssemblyInfo.cs (revision 30)
@@ -0,0 +1,33 @@
1+using System.Reflection;
2+using System.Runtime.CompilerServices;
3+using System.Runtime.InteropServices;
4+
5+// General Information about an assembly is controlled through the following
6+// set of attributes. Change these attribute values to modify the information
7+// associated with an assembly.
8+[assembly: AssemblyTitle("MikuMikuDanceXNADemo")]
9+[assembly: AssemblyProduct("MikuMikuDanceXNADemo")]
10+[assembly: AssemblyDescription("")]
11+[assembly: AssemblyCompany("")]
12+
13+[assembly: AssemblyCopyright("Copyright © 2010")]
14+[assembly: AssemblyTrademark("")]
15+[assembly: AssemblyCulture("")]
16+
17+// Setting ComVisible to false makes the types in this assembly not visible
18+// to COM components. If you need to access a type in this assembly from
19+// COM, set the ComVisible attribute to true on that type.
20+[assembly: ComVisible(false)]
21+
22+// The following GUID is for the ID of the typelib if this project is exposed to COM
23+[assembly: Guid("adb5a70b-707d-436d-9569-ee76cff6cc90")]
24+
25+
26+// Version information for an assembly consists of the following four values:
27+//
28+// Major Version
29+// Minor Version
30+// Build Number
31+// Revision
32+//
33+[assembly: AssemblyVersion("1.0.0.0")]
--- trunk/MikuMikuDanceXNADemo/Game1.cs (nonexistent)
+++ trunk/MikuMikuDanceXNADemo/Game1.cs (revision 30)
@@ -0,0 +1,105 @@
1+using System;
2+using System.Collections.Generic;
3+using System.Linq;
4+using Microsoft.Xna.Framework;
5+using Microsoft.Xna.Framework.Audio;
6+using Microsoft.Xna.Framework.Content;
7+using Microsoft.Xna.Framework.GamerServices;
8+using Microsoft.Xna.Framework.Graphics;
9+using Microsoft.Xna.Framework.Input;
10+using Microsoft.Xna.Framework.Media;
11+using Microsoft.Xna.Framework.Net;
12+using Microsoft.Xna.Framework.Storage;
13+using MikuMikuDance.XNA.Model;
14+using MikuMikuDance.XNA;
15+using MikuMikuDance.XNA.Motion;
16+
17+namespace MikuMikuDanceXNADemo
18+{
19+ /// <summary>
20+ /// MikuMikuDance for XNAのデモ
21+ /// </summary>
22+ public class Game1 : Microsoft.Xna.Framework.Game
23+ {
24+ GraphicsDeviceManager graphics;
25+ //MikuMikuDance for XNA
26+ MikuMikuDanceXNA mmd;
27+ //MMDモデルデータ
28+ MMDModel model;
29+ //MMDモーションデータ
30+ MMDMotion motion;
31+
32+ public Game1()
33+ {
34+ graphics = new GraphicsDeviceManager(this);
35+ Content.RootDirectory = "Content";
36+ mmd = new MikuMikuDanceXNA(this);
37+ }
38+
39+ protected override void Initialize()
40+ {
41+ base.Initialize();
42+ }
43+
44+ /// <summary>
45+ /// LoadContent
46+ /// </summary>
47+ protected override void LoadContent()
48+ {
49+ //モデルのロード(大人の事情により、モデルとモーションファイルは入れてません。必要な方はMMDより)
50+ model = mmd.LoadModel("Miku", this, Matrix.Identity);
51+ //モーションのロード
52+ motion = mmd.LoadMotion("TrueMyHeart");
53+ model.Player.SetMotion(motion, true);
54+ }
55+
56+ /// <summary>
57+ /// UnloadContent
58+ /// </summary>
59+ protected override void UnloadContent()
60+ {
61+ }
62+
63+ bool EnterFlag = true;
64+ /// <summary>
65+ /// アップデート
66+ /// </summary>
67+ /// <param name="gameTime">Provides a snapshot of timing values.</param>
68+ protected override void Update(GameTime gameTime)
69+ {
70+ if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
71+ this.Exit();
72+ if (Keyboard.GetState().IsKeyDown(Keys.Escape))
73+ this.Exit();
74+ if (Keyboard.GetState().IsKeyDown(Keys.Enter) || GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)
75+ {
76+ if (EnterFlag)
77+ {
78+ //ダンスの再生
79+ model.Player.Start(0, gameTime, false);
80+ EnterFlag = false;
81+ }
82+ }
83+ else
84+ {
85+ if (!EnterFlag)
86+ EnterFlag = true;
87+ }
88+
89+
90+ base.Update(gameTime);
91+ }
92+
93+ /// <summary>
94+ /// This is called when the game should draw itself.
95+ /// </summary>
96+ /// <param name="gameTime">Provides a snapshot of timing values.</param>
97+ protected override void Draw(GameTime gameTime)
98+ {
99+ GraphicsDevice.Clear(Color.CornflowerBlue);
100+
101+
102+ base.Draw(gameTime);
103+ }
104+ }
105+}
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