using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System.Collections.Generic; using System.Collections.ObjectModel; using Tutorial018.Sprites; namespace Tutorial018 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private KeyboardState _currentKey; private KeyboardState _previousKey; private bool _showBorders = false; private List _sprites; 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); _sprites = new List { new Sprite(graphics.GraphicsDevice, Content.Load("Square")) { Position = new Vector2(100, 100), }, new Player(graphics.GraphicsDevice, Content.Load("Apple")) { Position = new Vector2(200, 100), }, new Sprite(graphics.GraphicsDevice, Content.Load("Bomb")) { Position = new Vector2(200, 200), } }; } /// /// 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) { _previousKey = _currentKey; _currentKey = Keyboard.GetState(); if (_currentKey.IsKeyUp(Keys.F1) && _previousKey.IsKeyDown(Keys.F1)) _showBorders = !_showBorders; foreach (var sprite in _sprites) sprite.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(); foreach (var sprite in _sprites) { sprite.ShowRectangle = _showBorders; sprite.Draw(gameTime, spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } } }