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); } } }