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@wmw
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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