Thursday 7 March 2013

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
namespace MySecondProject
{
    class Sprites
    {
        //member variables
        public Texture2D texture;
        public Vector2 position;
        public Vector2 velocity;

        //Constructors
         public Sprites(Vector2 pos, Vector2 vel)
         {
             position = pos;
             velocity = vel;

         }
         public Sprites()
         {
             position = Vector2.Zero;
             velocity = Vector2.Zero;

         }

        //Functions
        //When users specify assetName the value will get passed into the assetName
        public void Load(ContentManager Content, string assetName)
         {
             texture = Content.Load
                        (assetName);
         }

        public void Update()
        {
            position += velocity;
        }
        public void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(texture, position, Color.White);
        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace MySecondProject
{
    ///

    /// This is the main type for your game
    ///

    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Sprites mySprite;

        Texture2D texSprite;
        Vector2 position;
        Vector2 velocity;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        ///

        /// 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
            position = new Vector2(0f, 0f);
            velocity = new Vector2(5f, 5f);

            mySprite = new Sprites(
                new Vector2(0f, 0f),
                new Vector2(3f, 3f)
                );

            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);
            //texSprite = Content.Load("SA-X_Sprite_1");

            mySprite.Load(Content, "SA-X_Sprite_1");

            // TODO: use this.Content to load your game content here
        }

        ///


        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        ///

        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        ///
        /// 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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            mySprite.Update();

            // TODO: Add your update logic here

           /* position += velocity;

            if (velocity.X > 0.0f && velocity.Y > 0.0f)
            {
                velocity.X -= 0.04f;
                velocity.Y -= 0.04f;
            }
            else
            {
                velocity.X = 0f;
                velocity.Y = 0f;
            }*/

            base.Update(gameTime);

        }

        ///
        /// This is called when the game should draw itself.
        ///

        /// Provides a snapshot of timing values.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            spriteBatch.Begin();
            mySprite.Draw(spriteBatch);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}

MyFirstClass

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace MyFirstGame
{
    ///
    /// This is the main type for your game
    ///

    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Vector2 spritePos;

        Vector2 spriteEnem;

        Texture2D texSprite; //Allowing 2D texure functions
        Texture2D textSprite2;

        float XMovement;
        float YMovement;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
           
        }

        ///
        /// 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
            spritePos.X = 10f;
            spritePos.Y = 20f;

            spriteEnem.X = 50f;
            spriteEnem.Y = 50f;
           
           
            XMovement = 3f;
            YMovement = 3f;

            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);
            texSprite = Content.Load(@"Sprite1"); //storing the picture in memory
            texSprite = Content.Load(@"508_1_2"); //storing the picture in memory
            // TODO: use this.Content to load your game content here
        }

        ///
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        ///

        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        ///
        /// 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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            KeyboardState keyState = Keyboard.GetState();

            if (keyState.IsKeyDown(Keys.Down))
            {
                spritePos.Y += 3f;
            }

            if (keyState.IsKeyDown(Keys.Up))
            {
                spritePos.Y -= 3f;
            }

            if (keyState.IsKeyDown(Keys.Left))
            {
                spritePos.X -= 3f;
            }

            if (keyState.IsKeyDown(Keys.Right))
            {
                spritePos.X += 3f;
            }


            // TODO: Add your update logic here
           
           /* if((spritePos.X + texSprite.Width)> GraphicsDevice.Viewport.Width)
            {
                XMovement = -3f;
            }
            //Test Left screen

            if (spritePos.X < 0)
            {
                XMovement = 3f;
            }

            if ((spritePos.Y + texSprite.Height) > GraphicsDevice.Viewport.Height)
            {
                YMovement = -3f;
            }
            //Test Left screen

            if (spritePos.Y < 0)
            {
                YMovement = 3f;
            }*/


           

            /*spritePos.X += XMovement;
            spritePos.Y += YMovement;*/

            base.Update(gameTime);
        }

        ///
        /// This is called when the game should draw itself.
        ///

        /// Provides a snapshot of timing values.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(texSprite , spritePos, Color.White);
            spriteBatch.Draw(texSprite, Vector2(50,50), Color.White);
           
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
load content loading stuff into memoryy...
update
draw - draw or render objects...

Tuesday 5 March 2013

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Learning a about 6-12 rules

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Tired.com

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Going over the rules