using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System.Collections.Generic; using Tutorial006.Sprites; namespace Tutorial006 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private List _sprites; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// /// 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. /// protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); var shipTexture = Content.Load("Ship"); _sprites = new List() { new Ship(shipTexture) { Position = new Vector2(100, 100), Bullet = new Bullet(Content.Load("Bullet")), }, }; } /// /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { foreach (var sprite in _sprites.ToArray()) sprite.Update(gameTime, _sprites); PostUpdate(); base.Update(gameTime); } private void PostUpdate() { for (int i = 0; i < _sprites.Count; i++) { if (_sprites[i].IsRemoved) { _sprites.RemoveAt(i); i--; } } } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); foreach (var sprite in _sprites) sprite.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }