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+using Microsoft.Xna.Framework;
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+using Microsoft.Xna.Framework.Audio;
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+using Microsoft.Xna.Framework.Graphics;
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+using Microsoft.Xna.Framework.Input;
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+using System.Collections.Generic;
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+using Tutorial011.Models;
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+using Tutorial011.Sprites;
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+
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+namespace Tutorial011
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+{
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+ /// <summary>
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+ /// This is the main type for your game.
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+ /// </summary>
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+ public class Game1 : Game
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+ {
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+ GraphicsDeviceManager graphics;
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+ SpriteBatch spriteBatch;
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+
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+ private List<Sprite> _sprites;
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+
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+ public Game1()
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+ {
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+ graphics = new GraphicsDeviceManager(this);
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+ Content.RootDirectory = "Content";
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+ }
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+
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+ /// <summary>
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+ /// Allows the game to perform any initialization it needs to before starting to run.
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+ /// This is where it can query for any required services and load any non-graphic
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+ /// related content. Calling base.Initialize will enumerate through any components
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+ /// and initialize them as well.
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+ /// </summary>
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+ protected override void Initialize()
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+ {
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+ // TODO: Add your initialization logic here
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+
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+ base.Initialize();
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+ }
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+
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+ /// <summary>
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+ /// LoadContent will be called once per game and is the place to load
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+ /// all of your content.
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+ /// </summary>
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+ protected override void LoadContent()
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+ {
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+ // Create a new SpriteBatch, which can be used to draw textures.
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+ spriteBatch = new SpriteBatch(GraphicsDevice);
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+
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+ // NOTE: I no-longer use this reference as it affects different objects if being used multiple times!
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+ var animations = new Dictionary<string, Animation>()
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+ {
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+ { "WalkUp", new Animation(Content.Load<Texture2D>("Player/WalkingUp"), 3) },
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+ { "WalkDown", new Animation(Content.Load<Texture2D>("Player/WalkingDown"), 3) },
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+ { "WalkLeft", new Animation(Content.Load<Texture2D>("Player/WalkingLeft"), 3) },
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+ { "WalkRight", new Animation(Content.Load<Texture2D>("Player/WalkingRight"), 3) },
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+ };
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+
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+ _sprites = new List<Sprite>()
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+ {
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+ new Sprite(new Dictionary<string, Animation>()
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+ {
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+ { "WalkUp", new Animation(Content.Load<Texture2D>("Player/WalkingUp"), 3) },
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+ { "WalkDown", new Animation(Content.Load<Texture2D>("Player/WalkingDown"), 3) },
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+ { "WalkLeft", new Animation(Content.Load<Texture2D>("Player/WalkingLeft"), 3) },
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+ { "WalkRight", new Animation(Content.Load<Texture2D>("Player/WalkingRight"), 3) },
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+ })
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+ {
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+ Position = new Vector2(100, 100),
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+ Input = new Input()
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+ {
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+ Up = Keys.W,
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+ Down = Keys.S,
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+ Left = Keys.A,
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+ Right = Keys.D,
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+ },
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+ },
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+ new Sprite(new Dictionary<string, Animation>()
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+ {
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+ { "WalkUp", new Animation(Content.Load<Texture2D>("Player/WalkingUp"), 3) },
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+ { "WalkDown", new Animation(Content.Load<Texture2D>("Player/WalkingDown"), 3) },
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+ { "WalkLeft", new Animation(Content.Load<Texture2D>("Player/WalkingLeft"), 3) },
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+ { "WalkRight", new Animation(Content.Load<Texture2D>("Player/WalkingRight"), 3) },
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+ })
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+ {
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+ Position = new Vector2(150, 100),
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+ Input = new Input()
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+ {
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+ Up = Keys.Up,
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+ Down = Keys.Down,
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+ Left = Keys.Left,
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+ Right = Keys.Right,
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+ },
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+ },
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+ };
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+ }
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+
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+ /// <summary>
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+ /// UnloadContent will be called once per game and is the place to unload
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+ /// game-specific content.
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+ /// </summary>
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+ protected override void UnloadContent()
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+ {
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+ // TODO: Unload any non ContentManager content here
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+ }
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+
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+ /// <summary>
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+ /// Allows the game to run logic such as updating the world,
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+ /// checking for collisions, gathering input, and playing audio.
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+ /// </summary>
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+ /// <param name="gameTime">Provides a snapshot of timing values.</param>
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+ protected override void Update(GameTime gameTime)
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+ {
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+ foreach (var sprite in _sprites)
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+ sprite.Update(gameTime, _sprites);
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+
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+ base.Update(gameTime);
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+ }
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+
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+ /// <summary>
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+ /// This is called when the game should draw itself.
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+ /// </summary>
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+ /// <param name="gameTime">Provides a snapshot of timing values.</param>
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+ protected override void Draw(GameTime gameTime)
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+ {
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+ GraphicsDevice.Clear(Color.CornflowerBlue);
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+
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+ spriteBatch.Begin();
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+
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+ foreach (var sprite in _sprites)
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+ sprite.Draw(spriteBatch);
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+
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+ spriteBatch.End();
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+
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+ base.Draw(gameTime);
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+ }
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+ }
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+}
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