using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using Tutorial012.Controls;
namespace Tutorial012
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private Color _backgroundColour = Color.CornflowerBlue;
private List _gameComponents;
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()
{
IsMouseVisible = true;
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 randomButton = new Button(Content.Load("Controls/Button"), Content.Load("Fonts/Font"))
{
Position = new Vector2(350, 200),
Text = "Random",
};
randomButton.Click += RandomButton_Click;
var quitButton = new Button(Content.Load("Controls/Button"), Content.Load("Fonts/Font"))
{
Position = new Vector2(350, 250),
Text = "Quit",
};
quitButton.Click += QuitButton_Click;
_gameComponents = new List()
{
randomButton,
quitButton,
};
}
private void QuitButton_Click(object sender, System.EventArgs e)
{
Exit();
}
private void RandomButton_Click(object sender, System.EventArgs e)
{
var random = new Random();
_backgroundColour = new Color(random.Next(0, 255), random.Next(0, 255), random.Next(0, 255));
}
///
/// 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 component in _gameComponents)
component.Update(gameTime);
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(_backgroundColour);
spriteBatch.Begin();
foreach (var component in _gameComponents)
component.Draw(gameTime, spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}