using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; using Tutorial007.Models; using Tutorial007.Sprites; namespace Tutorial007 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public static Random Random; public static int ScreenWidth = 1280; public static int ScreenHeight = 720; private List _sprites; private float _timer; private bool _hasStarted = false; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Random = new Random(); ScreenWidth = graphics.PreferredBackBufferWidth; ScreenHeight = graphics.PreferredBackBufferHeight; } /// /// 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() { 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); Restart(); } private void Restart() { var playerTexture = Content.Load("Player"); _sprites = new List() { new Player(playerTexture) { Position = new Vector2((ScreenWidth / 2) - (playerTexture.Width / 2), ScreenHeight - playerTexture.Height), Input = new Input() { Left = Keys.A, Right = Keys.D, }, Speed = 10f, } }; _hasStarted = false; } /// /// 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) { if (Keyboard.GetState().IsKeyDown(Keys.Space)) _hasStarted = true; if (!_hasStarted) return; _timer += (float)gameTime.ElapsedGameTime.TotalSeconds; foreach (var sprite in _sprites) sprite.Update(gameTime, _sprites); if (_timer > 0.25f) { _timer = 0f; _sprites.Add(new Bomb(Content.Load("Bomb"))); } for (int i = 0; i < _sprites.Count; i++) { var sprite = _sprites[i]; if (sprite.IsRemoved) { _sprites.RemoveAt(i); i--; } if (sprite is Player) { var player = sprite as Player; if (player.HasDied) { Restart(); } } } base.Update(gameTime); } /// /// 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); } } }