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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using System.Collections.Generic;
- using Tutorial011.Models;
- using Tutorial011.Sprites;
- namespace Tutorial011
- {
- /// <summary>
- /// This is the main type for your game.
- /// </summary>
- public class Game1 : Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- private List<Sprite> _sprites;
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- }
- /// <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()
- {
- // TODO: Add your initialization logic here
- 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);
- // NOTE: I no-longer use this reference as it affects different objects if being used multiple times!
- var animations = new Dictionary<string, Animation>()
- {
- { "WalkUp", new Animation(Content.Load<Texture2D>("Player/WalkingUp"), 3) },
- { "WalkDown", new Animation(Content.Load<Texture2D>("Player/WalkingDown"), 3) },
- { "WalkLeft", new Animation(Content.Load<Texture2D>("Player/WalkingLeft"), 3) },
- { "WalkRight", new Animation(Content.Load<Texture2D>("Player/WalkingRight"), 3) },
- };
- _sprites = new List<Sprite>()
- {
- new Sprite(new Dictionary<string, Animation>()
- {
- { "WalkUp", new Animation(Content.Load<Texture2D>("Player/WalkingUp"), 3) },
- { "WalkDown", new Animation(Content.Load<Texture2D>("Player/WalkingDown"), 3) },
- { "WalkLeft", new Animation(Content.Load<Texture2D>("Player/WalkingLeft"), 3) },
- { "WalkRight", new Animation(Content.Load<Texture2D>("Player/WalkingRight"), 3) },
- })
- {
- Position = new Vector2(100, 100),
- Input = new Input()
- {
- Up = Keys.W,
- Down = Keys.S,
- Left = Keys.A,
- Right = Keys.D,
- },
- },
- new Sprite(new Dictionary<string, Animation>()
- {
- { "WalkUp", new Animation(Content.Load<Texture2D>("Player/WalkingUp"), 3) },
- { "WalkDown", new Animation(Content.Load<Texture2D>("Player/WalkingDown"), 3) },
- { "WalkLeft", new Animation(Content.Load<Texture2D>("Player/WalkingLeft"), 3) },
- { "WalkRight", new Animation(Content.Load<Texture2D>("Player/WalkingRight"), 3) },
- })
- {
- Position = new Vector2(150, 100),
- Input = new Input()
- {
- Up = Keys.Up,
- Down = Keys.Down,
- Left = Keys.Left,
- Right = Keys.Right,
- },
- },
- };
- }
- /// <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)
- {
- foreach (var sprite in _sprites)
- sprite.Update(gameTime, _sprites);
- 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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