Created
December 6, 2012 16:39
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Contains Sprite classes
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#region Using Statements | |
using System; | |
using System.Collections.Generic; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Content; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
using Microsoft.Xna.Framework.Storage; | |
using Microsoft.Xna.Framework.GamerServices; | |
#endregion | |
namespace MonoGameWindowsApplication1 | |
{ | |
/// <summary> | |
/// This is the main type for your game | |
/// </summary> | |
public class Game1 : Game | |
{ | |
GraphicsDeviceManager graphics; | |
SpriteBatch spriteBatch; | |
private Test test; | |
private TestZ testz, testz2, testz3; | |
public Random randVar = new Random(); | |
//private Texture2D test; | |
public Game1() | |
: base() | |
{ | |
graphics = new GraphicsDeviceManager(this); | |
Content.RootDirectory = "Content"; | |
} | |
/// <summary> | |
/// 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. | |
/// </summary> | |
protected override void Initialize() | |
{ | |
// TODO: Add your initialization logic here | |
base.Initialize(); | |
} | |
/// <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); | |
Rectangle screenBounds = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); | |
// TODO: use this.Content to load your game content here | |
test = new Test(Content.Load<Texture2D>("test"),Content.Load<Texture2D>("test2"),Vector2.Zero, screenBounds); | |
testz = new TestZ(Content.Load<Texture2D>("testz"), Content.Load<Texture2D>("test2"), Vector2.Zero, screenBounds); | |
testz2 = new TestZ(Content.Load<Texture2D>("test2"), Content.Load<Texture2D>("test2"), Vector2.Zero, screenBounds); | |
testz3 = new TestZ(Content.Load<Texture2D>("testz"), Content.Load<Texture2D>("test2"), Vector2.Zero, screenBounds); | |
} | |
/// <summary> | |
/// UnloadContent will be called once per game and is the place to unload | |
/// all content. | |
/// </summary> | |
protected override void UnloadContent() | |
{ | |
// TODO: Unload any non ContentManager content here | |
} | |
/// <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) | |
{ | |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | |
Exit(); | |
test.Update(gameTime); | |
testz.Update(gameTime); | |
testz2.Update(gameTime); | |
testz3.Update(gameTime); | |
// TODO: Add your update logic here | |
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.CornflowerBlue); | |
// TODO: Add your drawing code here | |
spriteBatch.Begin(); | |
test.Draw(spriteBatch); | |
testz.Draw(spriteBatch); | |
testz2.Draw(spriteBatch); | |
testz3.Draw(spriteBatch); | |
//spriteBatch.Draw(test, Vector2.One, Color.AntiqueWhite); | |
spriteBatch.End(); | |
base.Draw(gameTime); | |
} | |
} | |
} |
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#region Using Statements | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
#endregion | |
namespace MonoGameWindowsApplication1 | |
{ | |
/// <summary> | |
/// The main class. | |
/// </summary> | |
public static class Program | |
{ | |
protected static Game1 game; | |
/// <summary> | |
/// The main entry point for the application. | |
/// </summary> | |
[STAThread] | |
static void Main() | |
{ | |
game = new Game1(); | |
game.Run(); | |
} | |
} | |
} |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Content; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
using Microsoft.Xna.Framework.Storage; | |
using Microsoft.Xna.Framework.GamerServices; | |
namespace MonoGameWindowsApplication1 | |
{ | |
public class Test : Sprite | |
{ | |
Rectangle screenBounds; | |
public Test(Texture2D texture, Texture2D texture2, Vector2 location, Rectangle screenBounds) | |
: base(texture, texture2, location) | |
{ | |
this.screenBounds = screenBounds; | |
} | |
public override void Update(GameTime gameTime) | |
{ | |
if (Keyboard.GetState().IsKeyDown(Keys.Down)) | |
velocity = new Vector2(0, 3); | |
else if (Keyboard.GetState().IsKeyDown(Keys.Up)) | |
velocity = new Vector2(0, -3); | |
else if (Keyboard.GetState().IsKeyDown(Keys.Right)) | |
velocity = new Vector2(3, 0); | |
else if (Keyboard.GetState().IsKeyDown(Keys.Left)) | |
velocity = new Vector2(-3, 0); | |
else | |
velocity = new Vector2(0, 0); | |
if ((Keyboard.GetState().IsKeyDown(Keys.LeftShift)) || Keyboard.GetState().IsKeyDown(Keys.RightShift)) | |
{ | |
velocity.X = velocity.X * 5; | |
velocity.Y = velocity.Y * 5; | |
} //This is the sprint! Hold to boost velocity. | |
base.Update(gameTime); | |
} | |
protected override void checkBounds() | |
{ | |
location.X = MathHelper.Clamp(location.X, 0, (screenBounds.Width - texture.Width)); | |
location.Y = MathHelper.Clamp(location.Y, 0, (screenBounds.Height - texture.Height)); | |
} | |
} | |
public class TestZ : Sprite | |
{ | |
Rectangle screenBounds; | |
public int ticked = 0; | |
public TestZ(Texture2D texture, Texture2D texture2, Vector2 location, Rectangle screenBounds) | |
: base(texture, texture2, location) | |
{ | |
this.screenBounds = screenBounds; | |
location.X = randVar.Next(0,100) * .01f * screenBounds.Width; | |
location.Y = randVar.Next(0, 100) * .01f * screenBounds.Height; | |
} | |
public override void Update(GameTime gameTime) | |
{ | |
ticked++; | |
if (ticked >= 1000) | |
{ | |
location.X = location.X + randVar.Next(-10, 10); | |
location.Y = location.Y + randVar.Next(-10, 10); | |
ticked = 0; | |
} | |
if (Keyboard.GetState().GetPressedKeys().Contains(Keys.Space)) | |
{ | |
location.X = randVar.Next(0, 100) * .01f * screenBounds.Width; | |
location.Y = randVar.Next(0, 100) * .01f * screenBounds.Height; | |
} | |
base.Update(gameTime); | |
} | |
protected override void checkBounds() | |
{ | |
location.X = MathHelper.Clamp(location.X, 0, (screenBounds.Width - texture.Width)); | |
location.Y = MathHelper.Clamp(location.Y, 0, (screenBounds.Height - texture.Height)); | |
} | |
} | |
public abstract class Sprite | |
{ | |
protected Texture2D texture; | |
protected Texture2D texture2; | |
protected Vector2 location; | |
protected Vector2 velocity = Vector2.Zero; | |
public Sprite(Texture2D texture, Texture2D texture2, Vector2 location) | |
{ | |
this.texture = texture; | |
this.texture2 = texture2; | |
this.location = location; | |
} | |
public virtual void Update(GameTime gameTime) | |
{ | |
location += velocity; | |
checkBounds(); | |
} | |
protected abstract void checkBounds(); | |
public void Draw(SpriteBatch spriteBatch) | |
{ | |
spriteBatch.Draw(texture,location,Color.AntiqueWhite); | |
} | |
} | |
} |
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