Created
June 28, 2011 01:32
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Game1 class
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/// <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); | |
gridTexture = Content.Load<Texture2D>("GridTemplate"); | |
obstacle = Content.Load<Texture2D>("pillar200"); | |
scoreFont = Content.Load<SpriteFont>("ScoreFont"); | |
enemyTexture = Content.Load<Texture2D>("FighterToken"); | |
playersToken.Texture = Content.Load<Texture2D>("FighterToken"); | |
Random random = new Random(); | |
int enemyCount = random.Next(1, 7); | |
for (int i = 1; i <= enemyCount ; i++) | |
{ | |
Token enemy = new Token { Position = new Vector2(300.0f + (i * 50.0f), 300.0f + (i * 50.0f)), Health = 20, Texture = enemyTexture }; | |
enemies.Add(enemy); | |
} | |
} | |
/// <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(); | |
KeyboardState keyState = Keyboard.GetState(); | |
if (keyState.IsKeyUp(Keys.Down) && lastKeyState.IsKeyDown(Keys.Down)) | |
{ | |
// key is down | |
int x = 4; | |
} | |
lastKeyState = keyState; | |
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) | |
{ | |
GraphicsDevice.Clear(Color.Tan); | |
// TODO: Add your drawing code here | |
spriteBatch.Begin(); | |
spriteBatch.Draw(obstacle, obstaclePosition, Color.White); | |
for (int i = 0; i < graphics.GraphicsDevice.Viewport.Width; i += 50) | |
{ | |
for (int j = 0; j < graphics.GraphicsDevice.Viewport.Height; j+= 50) | |
{ | |
spriteBatch.Draw(gridTexture, new Vector2(i, j), Color.Gray); | |
} | |
} | |
spriteBatch.DrawString(scoreFont, "Player Health: " + playersToken.Health.ToString(), new Vector2(50.0f, 50.0f), Color.Red); | |
spriteBatch.DrawString(scoreFont, "Enemy Health: " + enemyHealth.ToString(), new Vector2(50.0f, 400.0f), Color.Red); | |
foreach (Token enemy in enemies) | |
{ | |
if (enemy.Health > 0) | |
{ | |
spriteBatch.Draw(enemy.Texture, enemy.Position, Color.White); | |
} | |
else | |
{ | |
spriteBatch.Draw(enemy.Texture, enemy.Position, Color.Red); | |
} | |
} | |
spriteBatch.Draw(playersToken.Texture, playersToken.Position, Color.White); | |
spriteBatch.End(); | |
base.Draw(gameTime); | |
} | |
} |
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