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); } } }