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); } } }