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);
}
}
}