123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167 |
- 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;
- namespace Microsoft.Xna.Samples.VirtualGamePad
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- Texture2D texture, caracter;
- Vector2 position = new Vector2();
- Color caracterColor = Color.White;
- SpriteFont font;
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
-
- graphics.IsFullScreen = true;
- }
- /// <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
- // Set the initial mouse position
- //Mouse.SetPosition(160,240);
-
- 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>("gamepad.png");
- caracter = Content.Load<Texture2D>("monogameicon");
- font = Content.Load<SpriteFont>("font");
-
- // Set the virtual GamePad
- ButtonDefinition BButton = new ButtonDefinition();
- BButton.Texture = texture;
- BButton.Position = new Vector2(200,150);
- BButton.Type = Buttons.B;
- BButton.TextureRect = new Rectangle(72,77,36,36);
-
- ButtonDefinition AButton = new ButtonDefinition();
- AButton.Texture = texture;
- AButton.Position = new Vector2(150,150);
- AButton.Type = Buttons.A;
- AButton.TextureRect = new Rectangle(73,114,36,36);
-
- GamePad.ButtonsDefinitions.Add(BButton);
- GamePad.ButtonsDefinitions.Add(AButton);
-
- ThumbStickDefinition thumbStick = new ThumbStickDefinition();
- thumbStick.Position = new Vector2(200,200);
- thumbStick.Texture = texture;
- thumbStick.TextureRect = new Rectangle(2,2,68,68);
-
- GamePad.LeftThumbStickDefinition = thumbStick;
- }
- /// <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)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
-
- // TODO: Add your update logic here
-
- if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)
- caracterColor = Color.Green;
-
- if (GamePad.GetState(PlayerIndex.One).Buttons.B == ButtonState.Pressed)
- caracterColor = Color.Red;
-
- // change the caracter position and center in touch
- //MouseState mouse = Mouse.GetState();
- //position.X = mouse.X - (caracter.Width/2);
- //position.Y = mouse.Y - (caracter.Height/2);
-
- // change the caracter position using thumbstick
- GamePadState gamepastatus = GamePad.GetState(PlayerIndex.One);
- position.Y += (int) (gamepastatus.ThumbSticks.Left.Y * -4);
- position.X += (int) (gamepastatus.ThumbSticks.Left.X * 4);
-
- // change the caracter position using accelerometer
- //position.Y += (int)(Accelerometer.GetState().Acceleration.Y * -4);
- //position.X += (int)(Accelerometer.GetState().Acceleration.X * 4);
-
- // Keep inside the screen
- // right
- if(position.X + caracter.Width > Window.ClientBounds.Width)
- {
- position.X = Window.ClientBounds.Width - caracter.Width;
- }
- // bottom
- if (position.Y + caracter.Height > Window.ClientBounds.Height)
- {
- position.Y = Window.ClientBounds.Height - caracter.Height;
- }
- // left
- if (position.X < 0)
- {
- position.X = 0;
- }
- // top
- if (position.Y < 0)
- {
- position.Y = 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();
- spriteBatch.Draw(caracter,position,caracterColor);
- spriteBatch.DrawString(font,GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.ToString(),Vector2.One,Color.Black);
- spriteBatch.DrawString(font,Accelerometer.GetState().Acceleration.ToString(),new Vector2(1,40),Color.Black);
-
- // Draw the virtual GamePad
- GamePad.Draw(gameTime,spriteBatch);
-
- spriteBatch.End();
-
- base.Draw(gameTime);
- }
- }
- }
|