using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; using Tutorial010.Models; using Tutorial010.Sprites; namespace Tutorial010 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public static int ScreenWidth; public static int ScreenHeight; public static Random Random; private Score _score; 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() { ScreenWidth = graphics.PreferredBackBufferWidth; ScreenHeight = graphics.PreferredBackBufferHeight; Random = new Random(); 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 batTexture = Content.Load("Bat"); var ballTexture = Content.Load("Ball"); _score = new Score(Content.Load("Font")); _sprites = new List() { new Sprite(Content.Load("Background")), new Bat(batTexture) { Position = new Vector2(20, (ScreenHeight / 2) - (batTexture.Height / 2)), Input = new Input() { Up = Keys.W, Down = Keys.S, } }, new Bat(batTexture) { Position = new Vector2(ScreenWidth - 20 - batTexture.Width, (ScreenHeight / 2) - (batTexture.Height / 2)), Input = new Input() { Up = Keys.Up, Down = Keys.Down, } }, new Ball(ballTexture) { Position = new Vector2((ScreenWidth / 2) - (ballTexture.Width / 2), (ScreenHeight / 2) - (ballTexture.Height / 2)), Score = _score, } }; } /// /// 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) { sprite.Update(gameTime, _sprites); } 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); _score.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }