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);
}
}
}