using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; namespace PingPong { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public static int ScreenWidth; public static int ScreenHeight; public static Random Random; private Score _score; private List _sprites; Texture2D bcgTexture; 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 ScreenWidth = graphics.PreferredBackBufferWidth; ScreenHeight = graphics.PreferredBackBufferHeight; Random = new Random(); 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); bcgTexture = Content.Load("pongBackground"); var batTexture = Content.Load("paddle1a"); var batTexture2 = Content.Load("paddle2a"); var ballTexture = Content.Load("ball1"); var ballAnimTexture = Content.Load("ball-anim"); _score = new Score(Content.Load("basicFont")); _sprites = new List() { //new Sprite(Content.Load("Background")), new Bat(batTexture) { Position = new Vector2(20, (ScreenHeight / 2) - (batTexture.Height / 2)), Input = new Input() { Up = Keys.W, Down = Keys.S, } }, new Bat(batTexture2) { Position = new Vector2(ScreenWidth - 20 - batTexture.Width, (ScreenHeight / 2) - (batTexture.Height / 2)), Input = new Input() { Up = Keys.Up, Down = Keys.Down, } }, //new Ball(ballTexture) //{ // Position = new Vector2((ScreenWidth / 2) - (ballTexture.Width / 2), (ScreenHeight / 2) - (ballTexture.Height / 2)), // Score = _score, //} new Ball(ballAnimTexture,5,16) { Position = new Vector2((ScreenWidth / 2) - (32), (ScreenHeight / 2) - (32)), Score = _score, } }; } /// /// UnloadContent will be called once per game and is the place to unload /// game-specific 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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); foreach (var sprite in _sprites) { sprite.Update(gameTime, _sprites); } 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); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(bcgTexture, GraphicsDevice.Viewport.Bounds, Color.White); foreach (var sprite in _sprites) sprite.Draw(spriteBatch); _score.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }