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- 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
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- 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);
- }
- /// <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);
- // TODO: use this.Content to load your game content here
- texture = Content.Load<Texture2D>("logo");
- font = Content.Load<SpriteFont>("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));
- }
-
- /// <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)
- {
- // 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);
- }
- /// <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(Color.CornflowerBlue);
-
- 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();
- }
- }
- }
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