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; using CarFire; namespace CharacterTestBed { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Player p; KeyboardState previousKeyboardState; KeyboardState currentKeyboardState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// /// 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. /// protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); p = new Player(new Map(), Content.Load("pinball"), 4, 100, 20, 10); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); currentKeyboardState = Keyboard.GetState(); // TODO: Add your update logic here p.updatePlayerScreenPosition(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); List movementKeys = new List(); if (currentKeyboardState.IsKeyDown(Keys.Up)) { movementKeys.Add(Keys.Up); } if (currentKeyboardState.IsKeyDown(Keys.Down)) { movementKeys.Add(Keys.Down); } if (currentKeyboardState.IsKeyDown(Keys.Left)) { movementKeys.Add(Keys.Left); } if (currentKeyboardState.IsKeyDown(Keys.Right)) { movementKeys.Add(Keys.Right); } p.movePlayer(movementKeys); previousKeyboardState = Keyboard.GetState(); base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteBlendMode.AlphaBlend); p.Draw(spriteBatch); // TODO: Add your drawing code here spriteBatch.End(); base.Draw(gameTime); } } }