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);
}
}
}