Thursday 7 March 2013

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);
        }
    }
}

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