using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace GooCursor { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; SpriteFont spriteFont; Cursor cursor; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; cursor = new Cursor(this,10); cursor.BorderColor = Color.White; cursor.FillColor = Color.Black; Components.Add(cursor); } /// /// 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); spriteFont = Content.Load("SimpleFont"); } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// 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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState state = Keyboard.GetState(); float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (state.IsKeyDown(Keys.Q)) cursor.StartScale += 1.0f * elapsed; if (state.IsKeyDown(Keys.A)) cursor.StartScale -= 1.0f * elapsed; if (state.IsKeyDown(Keys.W)) cursor.EndScale += 1.0f * elapsed; if (state.IsKeyDown(Keys.S)) cursor.EndScale -= 1.0f * elapsed; if (state.IsKeyDown(Keys.E)) cursor.LerpExponent += 1.0f * elapsed; if (state.IsKeyDown(Keys.D)) cursor.LerpExponent -= 1.0f * elapsed; if (state.IsKeyDown(Keys.R)) cursor.BorderSize += 10.0f * elapsed; if (state.IsKeyDown(Keys.F)) cursor.BorderSize -= 10.0f * elapsed; if (state.IsKeyDown(Keys.T)) cursor.TrailStiffness += 1000.0f * elapsed; if (state.IsKeyDown(Keys.G)) cursor.TrailStiffness -= 1000.0f * elapsed; if (state.IsKeyDown(Keys.Y)) cursor.TrailDamping += 100.0f * elapsed; if (state.IsKeyDown(Keys.H)) cursor.TrailDamping -= 100.0f * elapsed; if (state.IsKeyDown(Keys.U)) cursor.TrailNodeMass += 1.0f * elapsed; if (state.IsKeyDown(Keys.J)) cursor.TrailNodeMass -= 1.0f * elapsed; base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); base.Draw(gameTime); spriteBatch.Begin(); DrawString("[Q/A] Start Scale : " + cursor.StartScale, new Vector2(20, 20)); DrawString("[W/S] End Scale : " + cursor.EndScale, new Vector2(20, 40)); DrawString("[E/D] Lerp Exponent : " + cursor.LerpExponent, new Vector2(20, 60)); DrawString("[R/F] Border Size : " + cursor.BorderSize, new Vector2(20, 80)); DrawString("[T/G] Stiffness : " + cursor.TrailStiffness, new Vector2(400, 20)); DrawString("[Y/H] Damping : " + cursor.TrailDamping, new Vector2(400, 40)); DrawString("[U/J] Node Mass : " + cursor.TrailNodeMass, new Vector2(400, 60)); spriteBatch.End(); } private void DrawString(String text, Vector2 position) { spriteBatch.DrawString(spriteFont, text, position + new Vector2(1, 1), Color.Black); spriteBatch.DrawString(spriteFont, text, position , Color.White); } } }