using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System.Collections.Generic; using Tutorial023.Misc; using Tutorial023.Sprites; namespace Tutorial023 { /// /// 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 _scrollingBackgrounds; private Player _player; 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 boyTexture = Content.Load("boy"); _player = new Player(boyTexture) { Position = new Vector2(50, (ScreenHeight - boyTexture.Height) - 20), Layer = 1f, }; _scrollingBackgrounds = new List() { new ScrollingBackground(Content.Load("ScrollingBackgrounds/Trees"), _player, 60f) { Layer = 0.99f, }, new ScrollingBackground(Content.Load("ScrollingBackgrounds/Floor"), _player, 60f) { Layer = 0.9f, }, new ScrollingBackground(Content.Load("ScrollingBackgrounds/Hills_Front"), _player, 40f) { Layer = 0.8f, }, new ScrollingBackground(Content.Load("ScrollingBackgrounds/Hills_Middle"), _player, 30f) { Layer = 0.79f, }, new ScrollingBackground(Content.Load("ScrollingBackgrounds/Clouds_Fast"), _player, 25f, true) { Layer = 0.78f, }, new ScrollingBackground(Content.Load("ScrollingBackgrounds/Hills_Back"), _player, 0f) { Layer = 0.77f, }, new ScrollingBackground(Content.Load("ScrollingBackgrounds/Clouds_Slow"), _player, 10f, true) { Layer = 0.7f, }, new ScrollingBackground(Content.Load("ScrollingBackgrounds/Sky"), _player, 0f) { Layer = 0.1f, }, }; } /// /// 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) { _player.Update(gameTime); foreach (var sb in _scrollingBackgrounds) sb.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(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp); _player.Draw(gameTime, spriteBatch); foreach (var sb in _scrollingBackgrounds) sb.Draw(gameTime, spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }