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@jcolebrand
Created May 14, 2012 19:53
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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 QBert
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
/*
0 0 0 X 0 0 0
0 0 X X 0 0 0
0 0 X X X 0 0
0
*/
public int[,] board;
Texture2D block;
Texture2D blocktop;
bool moveTrigger = false;
Sprite piggy;
Vector2 playerPosition = new Vector2(3, 0);
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 1024; //1024
graphics.PreferredBackBufferHeight = 768; //768
this.Window.AllowUserResizing = true;
graphics.ApplyChanges();
this.Window.AllowUserResizing = true;
Content.RootDirectory = "Content";
board = new int[7, 7]
{
{ 0, 0, 0, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 1, 0, 0 },
{ 0, 1, 1, 1, 1, 0, 0 },
{ 0, 1, 1, 1, 1, 1, 0 },
{ 1, 1, 1, 1, 1, 1, 0 },
{ 1, 1, 1, 1, 1, 1, 1 }
}
;
}
/// <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);
// TODO: use this.Content to load your game content here
block = Content.Load<Texture2D>(@"block");
blocktop = Content.Load<Texture2D>(@"block_top");
Vector2 playerPosition = new Vector2(3, 0);
piggy = new Sprite(GetSquareCenter(3, 0), Content.Load<Texture2D>(@"piggy"), new Rectangle(4, 7, 45, 73), Vector2.Zero);
}
/// <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
}
protected Vector2 GetSquareCoords(int x, int y)
{
int ofs = block.Width / 2;
ofs *= y % 2;
return new Vector2(x * block.Width + ofs, y * 96);
}
protected Vector2 GetSquareCenter(int x, int y)
{
Vector2 coords = GetSquareCoords(x, y);
return new Vector2(coords.X + block.Width/2, coords.Y + 32);
}
protected Vector2 GetNextSquare(bool down, bool left, Vector2 position)
{
// If on even row, right is directly below and left is below and to the left
// If on odd row, left is directly below and right is below and to the right
int next_x = 0, next_y = 0;
int x = (int)position.X;
int y = (int)position.Y;
if (down)
{
next_y = y + 1;
}
else
{
next_y = y - 1;
}
if (y % 2 == 0)
{
if (left)
next_x = x - 1;
else
next_x = x;
}
else
{
if (left)
next_x = x;
else
next_x = x + 1;
}
return new Vector2(next_x, next_y);
}
/// <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();
// TODO: Add your update logic here
KeyboardState kb = Keyboard.GetState();
if (kb.IsKeyDown(Keys.Right) && !moveTrigger)
{
moveTrigger = true;
playerPosition = GetNextSquare(true, false, playerPosition);
piggy.Location = GetSquareCenter((int)playerPosition.X, (int)playerPosition.Y);
}
if (kb.IsKeyDown(Keys.Left) && !moveTrigger)
{
moveTrigger = true;
playerPosition = GetNextSquare(true, true, playerPosition);
piggy.Location = GetSquareCenter((int)playerPosition.X, (int)playerPosition.Y);
}
if (kb.GetPressedKeys().Length == 0)
moveTrigger = false;
if (board[(int)playerPosition.Y, (int)playerPosition.X] < blockColors.Length)
board[(int)playerPosition.Y, (int)playerPosition.X] += 1;
base.Update(gameTime);
}
Color[] blockColors = new Color[] { Color.Blue, Color.Red };
/// <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.Black);
int drawXOffset = 30;
int drawYOffset = 60;
spriteBatch.Begin();
for (int x = 0; x < 7; x++)
for (int y = 0; y < 7; y++)
{
Vector2 coord = GetSquareCoords(x, y);
if(board[y, x] > 0)
spriteBatch.Draw(block, new Rectangle(drawXOffset + (int)coord.X, drawYOffset + (int)coord.Y, block.Width, block.Height), blockColors[board[y, x] - 1]);
//if (board[y,x] == 1)
// spriteBatch.Draw(block, new Rectangle(drawXOffset + (int)coord.X, drawYOffset + (int)coord.Y, block.Width, block.Height), Color.White);
}
piggy.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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