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);
}
}
}