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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 System.Collections.ObjectModel;
- using System.Linq;
- using System.Runtime.InteropServices;
- using Tutorial026.Interfaces;
- using Tutorial026.Sprites;
- namespace Tutorial026
- {
- /// <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 Player _player;
- private ObservableCollection<Sprite> _sprites;
- private IEnumerable<IMoveable> _worldObjects;
- 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);
- _player = new Player(Content.Load<Texture2D>("Player/boy"))
- {
- Position = new Vector2(50, 500),
- BaseAttributes = new Models.Attributes()
- {
- Speed = 3f,
- },
- };
- _sprites = new ObservableCollection<Sprite>();
- _sprites.CollectionChanged += _components_CollectionChanged;
- _sprites.Add(new Sprite(Content.Load<Texture2D>("Backgrounds/Sky")));
- for (int i = 0; i < 100; i++)
- {
- var powerUp = new PowerUp(Content.Load<Texture2D>("Collectables/snowcog"), new Models.Attributes() { Speed = 1, })
- {
- Position = new Vector2(200 * i, 500),
- };
- _sprites.Add(powerUp);
- var floorTexture = Content.Load<Texture2D>("Backgrounds/Floor");
- _sprites.Add(new Platform(floorTexture) { Position = new Vector2(i * floorTexture.Width, 0) });
- }
- _sprites.Add(_player);
- }
- private void _components_CollectionChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
- {
- _worldObjects = _sprites.Where(c => c is IMoveable).Cast<IMoveable>();
- }
- /// <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 _sprites)
- component.Update(gameTime);
- CheckCollision();
- ApplyPhysics();
- RemoveComponents();
- base.Update(gameTime);
- }
- private void CheckCollision()
- {
- foreach (var sprite in _sprites)
- {
- if (sprite == _player)
- continue;
- if (_player.Rectangle.Intersects(sprite.Rectangle))
- {
- _player.OnCollide(sprite);
- }
- }
- }
- private void ApplyPhysics()
- {
- foreach (var worldObject in _worldObjects)
- {
- worldObject.Velocity = new Vector2(-_player.TotalAttributes.Speed, worldObject.Velocity.Y);
- }
- }
- private void RemoveComponents()
- {
- 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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