using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Tutorial017.Core;
namespace Tutorial017
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private Camera _camera;
private Texture2D _playerTexture;
private Texture2D _backgroundTexture;
private Vector2 _playerPosition;
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()
{
// TODO: Add your initialization logic here
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();
_playerTexture = Content.Load("Square");
_backgroundTexture = Content.Load("Background");
}
///
/// 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)
{
if (Keyboard.GetState().IsKeyDown(Keys.W))
_playerPosition.Y -= 3f;
if (Keyboard.GetState().IsKeyDown(Keys.S))
_playerPosition.Y += 3f;
if (Keyboard.GetState().IsKeyDown(Keys.A))
_playerPosition.X -= 3f;
if (Keyboard.GetState().IsKeyDown(Keys.D))
_playerPosition.X += 3f;
_camera.Follow(_playerPosition);
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();
spriteBatch.Draw(_backgroundTexture, new Vector2(0, 0), Color.White);
spriteBatch.End();
spriteBatch.Begin(transformMatrix: _camera.Transform);
spriteBatch.Draw(_playerTexture, _playerPosition, Color.Green);
spriteBatch.Draw(_playerTexture, new Vector2(0, 0), Color.Red);
spriteBatch.End();
base.Draw(gameTime);
}
}
}