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 lobbyTest
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D background;
Texture2D spotLight;
Texture2D cs;
Vector2 backgroundPos;
Vector2 spotLightPos;
Vector2 spotLightCenter;
Vector2 csPos;
Vector2 zero;
Vector2 spotLightVelocity;
int MaxX;
int MinX;
int MaxY;
int MinY;
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
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferWidth = 600;
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);
background = Content.Load("background");
spotLight = Content.Load("spotlight");
cs = Content.Load("cs");
backgroundPos = new Vector2(0f, 0f);
spotLightPos = new Vector2(100f, graphics.GraphicsDevice.Viewport.Height - 98);
spotLightCenter = new Vector2(800f, 800f);
spotLightVelocity = new Vector2(-100, 33);
csPos = new Vector2(10f, graphics.GraphicsDevice.Viewport.Height - 98);
zero = new Vector2(0, 0);
MaxX = graphics.GraphicsDevice.Viewport.Width;
MinX = 0;
MaxY = graphics.GraphicsDevice.Viewport.Height;
MinY = 100;
// 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();
// TODO: Add your update logic here
UpdateSpotLight(gameTime);
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);
// TODO: Add your drawing code here
spriteBatch.Draw(background, backgroundPos, null, Color.White, 0, zero, 0.5f, SpriteEffects.None, 0);
spriteBatch.Draw(cs, csPos, null, Color.White, 0, zero, 0.5f, SpriteEffects.None, 0);
spriteBatch.Draw(spotLight, spotLightPos, null, Color.White, 0, spotLightCenter, 1f, SpriteEffects.None, 0);
spriteBatch.End();
base.Draw(gameTime);
}
private void UpdateSpotLight(GameTime gameTime)
{
spotLightPos = new Vector2(spotLightPos.X + spotLightVelocity.X * (float)gameTime.ElapsedGameTime.TotalSeconds,
spotLightPos.Y + spotLightVelocity.Y * (float)gameTime.ElapsedGameTime.TotalSeconds);
if (spotLightPos.X > MaxX || spotLightPos.X < MinX) //right or left wall
{
spotLightVelocity = new Vector2(spotLightVelocity.X * -1, spotLightVelocity.Y);
}
else if (spotLightPos.Y > MaxY || spotLightPos.Y < MinY) //top or bottom wall
{
spotLightVelocity = new Vector2(spotLightVelocity.X, spotLightVelocity.Y * -1);
}
}
}
}