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); } } } }