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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using System.Collections.Generic;
- using Tutorial014.Core;
- using Tutorial014.Sprites;
- namespace Tutorial014
- {
- /// <summary>
- /// This is the main type for your game.
- /// </summary>
- public class Game1 : Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- private Camera _camera;
- private List<Component> _components;
- private Player _player;
- public static int ScreenHeight;
- public static int ScreenWidth;
- 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()
- {
- ScreenHeight = graphics.PreferredBackBufferHeight;
- ScreenWidth = graphics.PreferredBackBufferWidth;
- 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);
- _camera = new Camera();
- _player = new Player(Content.Load<Texture2D>("Player"));
- _components = new List<Component>()
- {
- new Sprite(Content.Load<Texture2D>("Background")),
- _player,
- new Sprite(Content.Load<Texture2D>("NPC")),
- };
- }
- /// <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 component in _components)
- component.Update(gameTime);
- _camera.Follow(_player);
- 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(transformMatrix: _camera.Transform);
-
- foreach (var component in _components)
- component.Draw(gameTime, spriteBatch);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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