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
texSprite = Content.Load
// 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);
}
}
}
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