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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using System;
- using System.Collections.Generic;
- using Tutorial007.Models;
- using Tutorial007.Sprites;
- namespace Tutorial007
- {
- /// <summary>
- /// This is the main type for your game.
- /// </summary>
- public class Game1 : Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- public static Random Random;
- public static int ScreenWidth = 1280;
- public static int ScreenHeight = 720;
- private List<Sprite> _sprites;
- private float _timer;
- private bool _hasStarted = false;
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- Random = new Random();
- ScreenWidth = graphics.PreferredBackBufferWidth;
- ScreenHeight = graphics.PreferredBackBufferHeight;
- }
- /// <summary>
- /// 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.
- /// </summary>
- protected override void Initialize()
- {
- base.Initialize();
- }
- /// <summary>
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- /// </summary>
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- Restart();
- }
- private void Restart()
- {
- var playerTexture = Content.Load<Texture2D>("Player");
- _sprites = new List<Sprite>()
- {
- new Player(playerTexture)
- {
- Position = new Vector2((ScreenWidth / 2) - (playerTexture.Width / 2), ScreenHeight - playerTexture.Height),
- Input = new Input()
- {
- Left = Keys.A,
- Right = Keys.D,
- },
- Speed = 10f,
- }
- };
- _hasStarted = false;
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// game-specific content.
- /// </summary>
- protected override void UnloadContent()
- {
- // TODO: Unload any non ContentManager content here
- }
- /// <summary>
- /// Allows the game to run logic such as updating the world,
- /// checking for collisions, gathering input, and playing audio.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Update(GameTime gameTime)
- {
- if (Keyboard.GetState().IsKeyDown(Keys.Space))
- _hasStarted = true;
- if (!_hasStarted)
- return;
- _timer += (float)gameTime.ElapsedGameTime.TotalSeconds;
- foreach (var sprite in _sprites)
- sprite.Update(gameTime, _sprites);
- if (_timer > 0.25f)
- {
- _timer = 0f;
- _sprites.Add(new Bomb(Content.Load<Texture2D>("Bomb")));
- }
- for (int i = 0; i < _sprites.Count; i++)
- {
- var sprite = _sprites[i];
- if (sprite.IsRemoved)
- {
- _sprites.RemoveAt(i);
- i--;
- }
- if (sprite is Player)
- {
- var player = sprite as Player;
- if (player.HasDied)
- {
- Restart();
- }
- }
- }
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- spriteBatch.Begin();
- foreach (var sprite in _sprites)
- sprite.Draw(spriteBatch);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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