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- 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
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- 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);
- }
- /// <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");
- }
- /// <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
- if (Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit();
- 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);
- }
- }
- }
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