using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using System.Linq;
using Tutorial021.Sprites;
namespace Tutorial021
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public static int ScreenWidth = 1280;
public static int ScreenHeight = 720;
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()
{
graphics.PreferredBackBufferWidth = ScreenWidth;
graphics.PreferredBackBufferHeight = ScreenHeight;
graphics.ApplyChanges();
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 texture = Content.Load("Square");
_sprites = new List()
{
new Sprite(Content.Load("Backgrounds/Sky"))
{
Position = new Vector2(ScreenWidth / 2, ScreenHeight / 2),
CollisionType = CollisionTypes.None,
},
new Player(Content.Load("Player/boy"))
{
Position = new Vector2(100, 100),
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(50, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(50, 400),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(100, 400),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(150, 400),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(200, 400),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(200, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(250, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(300, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(350, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(400, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(450, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(500, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(550, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
new Sprite(texture)
{
Position = new Vector2(600, 350),
Colour = Color.Black,
CollisionType = CollisionTypes.Full,
},
};
}
///
/// 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);
CheckCollision(gameTime);
foreach (var sprite in _sprites)
sprite.ApplyPhysics(gameTime);
base.Update(gameTime);
}
public void CheckCollision(GameTime gameTime)
{
var collidableSprites = _sprites.Where(c => c.CollisionType != CollisionTypes.None);
foreach (var spriteA in collidableSprites)
{
foreach (var spriteB in collidableSprites)
{
// Don't do anything if they're the same sprite!
if (spriteA == spriteB)
continue;
if (spriteA.WillIntersect(spriteB))
//if (spriteA.Rectangle.Intersects(spriteB.Rectangle))
spriteA.OnCollide(spriteB);
}
}
}
///
/// 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);
}
}
}