using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Linq; using Tutorial015.Controls; using Tutorial015.Managers; namespace Tutorial015 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private Button _button; private SpriteFont _font; private int _score; private ScoreManager _scoreManager; private float _timer; public static Random Random; 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() { Random = new Random(); 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); _scoreManager = ScoreManager.Load(); _font = Content.Load("Font"); _button = new Button(Content.Load("Button"), _font) { Text = "Click me!", }; _button.Click += Button_Click; SetButtonPosition(_button); _timer = 5; // 5 seconds a round } private void Button_Click(object sender, EventArgs e) { SetButtonPosition((Button)sender); _score++; } private void SetButtonPosition(Button button) { var x = Random.Next(0, graphics.PreferredBackBufferWidth - button.Rectangle.Width); var y = Random.Next(0, graphics.PreferredBackBufferHeight - button.Rectangle.Height); button.Position = new Vector2(x, y); } /// /// 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) { _timer -= (float)gameTime.ElapsedGameTime.TotalSeconds; // If the round is over if (_timer <= 0) { SetButtonPosition(_button); _scoreManager.Add(new Models.Score() { PlayerName = "Bob", Value = _score, } ); ScoreManager.Save(_scoreManager); _timer = 5; _score = 0; } _button.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(Color.CornflowerBlue); spriteBatch.Begin(); _button.Draw(gameTime, spriteBatch); spriteBatch.DrawString(_font, "Score: " + _score, new Vector2(10, 10), Color.Red); spriteBatch.DrawString(_font, "Time: " + _timer.ToString("N2"), new Vector2(10, 30), Color.Red); spriteBatch.DrawString(_font, "Highscores:\n" + string.Join("\n", _scoreManager.Highscores.Select(c => c.PlayerName + ": "+ c.Value).ToArray()), new Vector2(680, 10), Color.Red); spriteBatch.End(); base.Draw(gameTime); } } }