using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using System.Runtime.InteropServices; using Tutorial026.Interfaces; using Tutorial026.Sprites; namespace Tutorial026 { /// /// 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 Player _player; private ObservableCollection _sprites; private IEnumerable _worldObjects; 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); _player = new Player(Content.Load("Player/boy")) { Position = new Vector2(50, 500), BaseAttributes = new Models.Attributes() { Speed = 3f, }, }; _sprites = new ObservableCollection(); _sprites.CollectionChanged += _components_CollectionChanged; _sprites.Add(new Sprite(Content.Load("Backgrounds/Sky"))); for (int i = 0; i < 100; i++) { var powerUp = new PowerUp(Content.Load("Collectables/snowcog"), new Models.Attributes() { Speed = 1, }) { Position = new Vector2(200 * i, 500), }; _sprites.Add(powerUp); var floorTexture = Content.Load("Backgrounds/Floor"); _sprites.Add(new Platform(floorTexture) { Position = new Vector2(i * floorTexture.Width, 0) }); } _sprites.Add(_player); } private void _components_CollectionChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e) { _worldObjects = _sprites.Where(c => c is IMoveable).Cast(); } /// /// 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 component in _sprites) component.Update(gameTime); CheckCollision(); ApplyPhysics(); RemoveComponents(); base.Update(gameTime); } private void CheckCollision() { foreach (var sprite in _sprites) { if (sprite == _player) continue; if (_player.Rectangle.Intersects(sprite.Rectangle)) { _player.OnCollide(sprite); } } } private void ApplyPhysics() { foreach (var worldObject in _worldObjects) { worldObject.Velocity = new Vector2(-_player.TotalAttributes.Speed, worldObject.Velocity.Y); } } private void RemoveComponents() { for (int i = 0; i < _sprites.Count; i++) { if ((_sprites[i]).IsRemoved) { _sprites.RemoveAt(i); i--; } } } /// /// 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); } } }