using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Game2 { /// /// This is the main type for your game. /// public class Game1 : Game { public static int ClickedCounter =0, ShowedCards =0, CurrentType=-1, pairs=0; public static Card SelectedCard = null; GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D background; Board board; Rectangle Cursor; bool win = false; 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 IsMouseVisible = true; Window.AllowUserResizing = true; Window.Title = "Test 1"; 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"); board = new Board(Content); // TODO: use this.Content to load your game content here } /// /// 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(); // TODO: Add your update logic here UpdateCursorPosition(); ButtonsEvents(); CheckWin(); base.Update(gameTime); } void CheckWin() { if (win) return; Window.Title = "ilosc ruchow: " + ClickedCounter; if (Game1.pairs == 12) { Window.Title = "wygrales. Ilosc ruchow to: " + ClickedCounter; win = true; } } private void ButtonsEvents() { board.Update(Cursor); } void UpdateCursorPosition() { var mouseState = Mouse.GetState(); Cursor.X = mouseState.X; Cursor.Y = mouseState.Y; } /// /// 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(background, GraphicsDevice.Viewport.Bounds, Color.White); board.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }