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);
}
}
}