using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using Tutorial011.Models;
using Tutorial011.Sprites;
namespace Tutorial011
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
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()
{
// TODO: Add your initialization logic here
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);
// NOTE: I no-longer use this reference as it affects different objects if being used multiple times!
var animations = new Dictionary()
{
{ "WalkUp", new Animation(Content.Load("Player/WalkingUp"), 3) },
{ "WalkDown", new Animation(Content.Load("Player/WalkingDown"), 3) },
{ "WalkLeft", new Animation(Content.Load("Player/WalkingLeft"), 3) },
{ "WalkRight", new Animation(Content.Load("Player/WalkingRight"), 3) },
};
_sprites = new List()
{
new Sprite(new Dictionary()
{
{ "WalkUp", new Animation(Content.Load("Player/WalkingUp"), 3) },
{ "WalkDown", new Animation(Content.Load("Player/WalkingDown"), 3) },
{ "WalkLeft", new Animation(Content.Load("Player/WalkingLeft"), 3) },
{ "WalkRight", new Animation(Content.Load("Player/WalkingRight"), 3) },
})
{
Position = new Vector2(100, 100),
Input = new Input()
{
Up = Keys.W,
Down = Keys.S,
Left = Keys.A,
Right = Keys.D,
},
},
new Sprite(new Dictionary()
{
{ "WalkUp", new Animation(Content.Load("Player/WalkingUp"), 3) },
{ "WalkDown", new Animation(Content.Load("Player/WalkingDown"), 3) },
{ "WalkLeft", new Animation(Content.Load("Player/WalkingLeft"), 3) },
{ "WalkRight", new Animation(Content.Load("Player/WalkingRight"), 3) },
})
{
Position = new Vector2(150, 100),
Input = new Input()
{
Up = Keys.Up,
Down = Keys.Down,
Left = Keys.Left,
Right = Keys.Right,
},
},
};
}
///
/// 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);
spriteBatch.End();
base.Draw(gameTime);
}
}
}