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);
}
}
}