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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using System.Collections.Generic;
- using System.Linq;
- using Tutorial021.Sprites;
- namespace Tutorial021
- {
- /// <summary>
- /// This is the main type for your game.
- /// </summary>
- public class Game1 : Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- public static int ScreenWidth = 1280;
- public static int ScreenHeight = 720;
- 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()
- {
- graphics.PreferredBackBufferWidth = ScreenWidth;
- graphics.PreferredBackBufferHeight = ScreenHeight;
- graphics.ApplyChanges();
- 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 texture = Content.Load<Texture2D>("Square");
- _sprites = new List<Sprite>()
- {
- new Sprite(Content.Load<Texture2D>("Backgrounds/Sky"))
- {
- Position = new Vector2(ScreenWidth / 2, ScreenHeight / 2),
- CollisionType = CollisionTypes.None,
- },
- new Player(Content.Load<Texture2D>("Player/boy"))
- {
- Position = new Vector2(100, 100),
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(50, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(50, 400),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(100, 400),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(150, 400),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(200, 400),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(200, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(250, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(300, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(350, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(400, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(450, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(500, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(550, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- new Sprite(texture)
- {
- Position = new Vector2(600, 350),
- Colour = Color.Black,
- CollisionType = CollisionTypes.Full,
- },
- };
- }
- /// <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);
- CheckCollision(gameTime);
- foreach (var sprite in _sprites)
- sprite.ApplyPhysics(gameTime);
- base.Update(gameTime);
- }
- public void CheckCollision(GameTime gameTime)
- {
- var collidableSprites = _sprites.Where(c => c.CollisionType != CollisionTypes.None);
- foreach (var spriteA in collidableSprites)
- {
- foreach (var spriteB in collidableSprites)
- {
- // Don't do anything if they're the same sprite!
- if (spriteA == spriteB)
- continue;
- if (spriteA.WillIntersect(spriteB))
- //if (spriteA.Rectangle.Intersects(spriteB.Rectangle))
- spriteA.OnCollide(spriteB);
- }
- }
- }
- /// <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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