using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System.Collections.Generic; using Tutorial019.Sprites; namespace Tutorial019 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; 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); var shipTexture = Content.Load("Player"); var bulletPrefab = new Bullet(Content.Load("Bullet")); _sprites = new List() { new Ship(shipTexture) { Bullet = bulletPrefab, Position = new Vector2(100, 100), Colour = Color.Green, }, new Sprite(shipTexture) { Position = new Vector2(200, 200), Colour = Color.Red, }, new Sprite(Content.Load("Enemy_1")) { Position = new Vector2(300, 100), Colour = Color.Red, } }; } /// /// 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 sprite in _sprites) sprite.Update(gameTime); PostUpdate(gameTime); base.Update(gameTime); } protected void PostUpdate(GameTime gameTime) { // 1. Check collision between all current "Sprites" // 2. Add "Children" to the list of "_sprites" and clear // 3. Remove all "IsRemoved" sprites foreach (var spriteA in _sprites) { foreach (var spriteB in _sprites) { if (spriteA == spriteB) continue; if (spriteA.Intersects(spriteB)) spriteA.OnCollide(spriteB); } } int count = _sprites.Count; for (int i = 0; i < count; i++) { foreach (var child in _sprites[i].Children) _sprites.Add(child); _sprites[i].Children.Clear(); } for (int i = 0; i < _sprites.Count; i++) { if (_sprites[i].IsRemoved) { _sprites.RemoveAt(i); i--; } } } /// /// 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.Draw(gameTime, spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }