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);
}
}
}