using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Media;
namespace Microsoft.Xna.Samples.BouncingBox
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.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";
graphics.IsFullScreen = true;
}
private void GetNewColor ()
{
backColor = new Color ((byte)randomizer.Next (255),(byte)randomizer.Next (255),(byte)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);
// TODO: use this.Content to load your game content here
texture = Content.Load ("monogameicon");
}
///
/// 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
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);
}
}
}