using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Microsoft.Xna.Samples.BouncingBox { /// /// This is the main type for your game /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D texture; Vector2 position; Vector2 speed; Random randomizer; Color backColor; public Game1() { randomizer = new Random(DateTime.Now.TimeOfDay.Milliseconds); speed = new Vector2(5 + randomizer.Next(10), 5 + randomizer.Next(10)); position = new Vector2(250, 400); GetNewColor(); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; #if __MOBILE__ graphics.IsFullScreen = true; #endif } private void GetNewColor () { backColor = new Color (randomizer.Next (255), randomizer.Next (255), randomizer.Next (255), 255); } /// /// 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. /// protected override void Initialize () { // TODO: Add your initialization logic here base.Initialize (); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent () { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch (GraphicsDevice); // Load the texture from the file in the Content directory try { texture = Content.Load ("monogameicon"); } catch { // If that fails, create a simple colored rectangle texture texture = new Texture2D(GraphicsDevice, 64, 64); Color[] data = new Color[64 * 64]; for (int i = 0; i < data.Length; i++) { data[i] = Color.White; } texture.SetData(data); } } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update (GameTime gameTime) { KeyboardState keyState = Keyboard.GetState(); // Allows the game to exit if (keyState.IsKeyDown(Keys.Escape) || GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) #if !__IOS__ Exit(); #endif if (texture != null) { // Keep inside the screen // right if (position.X + texture.Width + speed.X > Window.ClientBounds.Width) { GetNewColor (); speed.X = -speed.X; } // bottom if (position.Y + texture.Height + speed.Y > Window.ClientBounds.Height) { GetNewColor (); speed.Y = -speed.Y; } // left if (position.X + speed.X < 0) { GetNewColor (); speed.X = -speed.X; } // top if (position.Y + speed.Y < 0) { GetNewColor (); speed.Y = -speed.Y; } // update position position += speed; } base.Update (gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (backColor); spriteBatch.Begin (); if (texture != null) spriteBatch.Draw (texture, position, Color.White); spriteBatch.End (); base.Draw (gameTime); } } }