using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using Tutorial008.Models;
using Tutorial008.Sprites;
namespace Tutorial008
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public static Random Random;
public static int ScreenWidth;
public static int ScreenHeight;
private List _sprites;
private SpriteFont _font;
private float _timer;
private Texture2D _appleTexture;
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);
var playerTexture = Content.Load("Player");
_sprites = new List()
{
new Player(playerTexture)
{
Input = new Input()
{
Left = Keys.A,
Right = Keys.D,
Up = Keys.W,
Down = Keys.S,
},
Position = new Vector2(100, 100),
Colour = Color.Blue,
Speed = 5f,
},
new Player(playerTexture)
{
Input = new Input()
{
Left = Keys.Left,
Right = Keys.Right,
Up = Keys.Up,
Down = Keys.Down,
},
Position = new Vector2(ScreenWidth - 100 - playerTexture.Width, 100),
Colour = Color.Green,
Speed = 5f,
},
};
_font = Content.Load("Font");
_appleTexture = Content.Load("Apple");
}
///
/// 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)
{
_timer += (float)gameTime.ElapsedGameTime.TotalSeconds;
foreach (var sprite in _sprites)
sprite.Update(gameTime, _sprites);
PostUpdate();
SpawnApple();
base.Update(gameTime);
}
private void SpawnApple()
{
if (_timer > 1)
{
_timer = 0;
var xPos = Random.Next(0, ScreenWidth - _appleTexture.Width);
var yPos = Random.Next(0, ScreenHeight - _appleTexture.Height);
_sprites.Add(new Sprite(_appleTexture)
{
Position = new Vector2(xPos, yPos),
});
}
}
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);
var fontY = 10;
var i = 0;
foreach(var sprite in _sprites)
{
if (sprite is Player)
spriteBatch.DrawString(_font, string.Format("Player {0}: {1}", ++i, ((Player)sprite).Score), new Vector2(10, fontY += 20), Color.Black);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}