using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System.Collections.Generic; using Tutorial025.Models; using Tutorial025.Sprites; namespace Tutorial025 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; 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() { // 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 hatAttributes = new Attributes() { HealthPoint = 3, Speed = 0, }; var jumperAttributes = new Attributes() { HealthPoint = 2, Speed = 2, }; var trouserAttributes = new Attributes() { HealthPoint = 0, Speed = 3, }; _player = new Player(Content.Load("Player/boy")) { Position = new Vector2(50, 50), BaseAttributes = new Attributes() { HealthPoint = 10, Speed = 3, }, AttributeModifiers = new List() { hatAttributes, jumperAttributes, trouserAttributes, }, }; } /// /// 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); 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(); _player.Draw(gameTime, spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }