Created
June 16, 2009 04:40
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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; | |
using Microsoft.Xna.Framework.Net; | |
using Microsoft.Xna.Framework.Storage; | |
namespace WinXNATest2 | |
{ | |
public class Entity | |
{ | |
public Entity() { _animationstep = 0; } | |
public List<Texture2D> RightFace; | |
public List<Texture2D> LeftFace; | |
public List<Texture2D> Front; | |
public List<Texture2D> Back; | |
public Vector2 position; | |
private int _animationstep; | |
public int animationstep | |
{ | |
get { return _animationstep; } | |
set | |
{ | |
if (_animationstep > 0) | |
{ | |
_animationstep = 0; | |
} else { | |
_animationstep++; | |
} | |
} | |
} | |
} | |
public class GameState | |
{ | |
public GameState() { Entities = new List<Entity>(1); } | |
public List<Entity> Entities; | |
} | |
/// <summary> | |
/// This is the main type for your game | |
/// </summary> | |
public class Game1 : Microsoft.Xna.Framework.Game | |
{ | |
GraphicsDeviceManager graphics; | |
SpriteBatch spriteBatch; | |
GameState state; | |
public Game1() | |
{ | |
graphics = new GraphicsDeviceManager(this); | |
Content.RootDirectory = "Content"; | |
this.IsFixedTimeStep = true; | |
this.TargetElapsedTime = new TimeSpan(5000000); | |
} | |
/// <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 | |
state = new GameState(); | |
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 | |
Entity E = new Entity(); | |
E.Back = new List<Texture2D>(2); | |
E.Back.Add(Content.Load<Texture2D>(@"Characters/zph1_bk1")); | |
E.Back.Add(Content.Load<Texture2D>(@"Characters/zph1_bk2")); | |
E.Front = new List<Texture2D>(2); | |
E.Front.Add(Content.Load<Texture2D>(@"Characters/zph1_fr1")); | |
E.Front.Add(Content.Load<Texture2D>(@"Characters/zph1_fr2")); | |
E.RightFace = new List<Texture2D>(2); | |
E.RightFace.Add(Content.Load<Texture2D>(@"Characters/zph1_rt1")); | |
E.RightFace.Add(Content.Load<Texture2D>(@"Characters/zph1_rt2")); | |
E.LeftFace = new List<Texture2D>(2); | |
E.LeftFace.Add(Content.Load<Texture2D>(@"Characters/zph1_lf1")); | |
E.LeftFace.Add(Content.Load<Texture2D>(@"Characters/zph1_lf2")); | |
E.position = new Vector2(30.0f, 30.0f); | |
state.Entities.Add(E); | |
} | |
/// <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) | |
{ | |
// Allows the game to exit | |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) | |
this.Exit(); | |
// 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.White); | |
spriteBatch.Begin(); | |
// TODO: Add your drawing code here | |
foreach (Entity e in state.Entities) | |
{ | |
e.animationstep++; | |
spriteBatch.Draw(e.Front[e.animationstep], e.position, Color.White); | |
} | |
spriteBatch.End(); | |
base.Draw(gameTime); | |
} | |
} | |
} |
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