| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142 |
- using System;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- namespace Microsoft.Xna.Samples.BouncingBox
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- 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);
- }
- /// <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 ()
- {
- // TODO: Add your initialization logic here
- 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);
- // Load the texture from the file in the Content directory
- try
- {
- texture = Content.Load<Texture2D> ("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);
- }
- }
- /// <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)
- {
- 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);
- }
- /// <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)
- {
- graphics.GraphicsDevice.Clear (backColor);
- spriteBatch.Begin ();
- if (texture != null)
- spriteBatch.Draw (texture, position, Color.White);
- spriteBatch.End ();
- base.Draw (gameTime);
- }
- }
- }
|