using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace GameComponents
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D texture;
Random randomizer;
SpriteFont font;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
randomizer = new Random(DateTime.Now.TimeOfDay.Milliseconds);
}
///
/// 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);
// TODO: use this.Content to load your game content here
texture = Content.Load("logo");
font = Content.Load("Font");
for (int i=0;i<50;i++)
AddSprite();
Components.Add(new FPSCounterComponent(this,spriteBatch,font));
}
private void AddSprite()
{
Vector2 speed = new Vector2(5+randomizer.Next(10),5+randomizer.Next(10));
Vector2 position = new Vector2(randomizer.Next(260),randomizer.Next(400));
Components.Add(new Sprite(this,texture,position, speed, spriteBatch));
}
///
/// 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)
{
// TODO: Add your update logic here
KeyboardState currentKeyboardState = Keyboard.GetState();
GamePadState currentGamePadState = GamePad.GetState (PlayerIndex.One);
// Check for exit.
if (currentKeyboardState.IsKeyDown(Keys.Escape) ||
currentGamePadState.Buttons.Back == ButtonState.Pressed)
{
#if !___IOS___
Exit();
#endif
}
var mouseState = Mouse.GetState();
if (mouseState.LeftButton == ButtonState.Pressed ||
currentGamePadState.Buttons.A == ButtonState.Pressed ||
currentKeyboardState.IsKeyDown(Keys.Space))
{
AddSprite();
//Mouse.SetPosition(0,0);
}
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(Color.MonoGameOrange);
spriteBatch.Begin();
base.Draw(gameTime);
spriteBatch.DrawString(font,"Tap/Click/Space/A button to add a new sprite",new Vector2(0,25),Color.White);
spriteBatch.DrawString(font,"Sprite count: " + (Components.Count-1).ToString(),new Vector2(150,0),Color.White);
spriteBatch.End();
}
}
}