using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using Tutorial014.Core;
using Tutorial014.Sprites;
namespace Tutorial014
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private Camera _camera;
private List _components;
private Player _player;
public static int ScreenHeight;
public static int ScreenWidth;
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()
{
ScreenHeight = graphics.PreferredBackBufferHeight;
ScreenWidth = graphics.PreferredBackBufferWidth;
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);
_camera = new Camera();
_player = new Player(Content.Load("Player"));
_components = new List()
{
new Sprite(Content.Load("Background")),
_player,
new Sprite(Content.Load("NPC")),
};
}
///
/// 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 _components)
component.Update(gameTime);
_camera.Follow(_player);
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(transformMatrix: _camera.Transform);
foreach (var component in _components)
component.Draw(gameTime, spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}