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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using System.Collections.Generic;
- using Tutorial019.Sprites;
- namespace Tutorial019
- {
- /// <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);
- var shipTexture = Content.Load<Texture2D>("Player");
- var bulletPrefab = new Bullet(Content.Load<Texture2D>("Bullet"));
- _sprites = new List<Sprite>()
- {
- new Ship(shipTexture)
- {
- Bullet = bulletPrefab,
- Position = new Vector2(100, 100),
- Colour = Color.Green,
- },
- new Sprite(shipTexture)
- {
- Position = new Vector2(200, 200),
- Colour = Color.Red,
- },
- new Sprite(Content.Load<Texture2D>("Enemy_1"))
- {
- Position = new Vector2(300, 100),
- Colour = Color.Red,
- }
- };
- }
- /// <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);
- PostUpdate(gameTime);
- base.Update(gameTime);
- }
- protected void PostUpdate(GameTime gameTime)
- {
- // 1. Check collision between all current "Sprites"
- // 2. Add "Children" to the list of "_sprites" and clear
- // 3. Remove all "IsRemoved" sprites
- foreach (var spriteA in _sprites)
- {
- foreach (var spriteB in _sprites)
- {
- if (spriteA == spriteB)
- continue;
- if (spriteA.Intersects(spriteB))
- spriteA.OnCollide(spriteB);
- }
- }
- int count = _sprites.Count;
- for (int i = 0; i < count; i++)
- {
- foreach (var child in _sprites[i].Children)
- _sprites.Add(child);
- _sprites[i].Children.Clear();
- }
- for (int i = 0; i < _sprites.Count; i++)
- {
- if (_sprites[i].IsRemoved)
- {
- _sprites.RemoveAt(i);
- i--;
- }
- }
- }
- /// <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(gameTime, spriteBatch);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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