Hyluss icon

[Monogame PingPong] Game.cs

Hyluss | PRO | 10/30/18 01:25:44 PM UTC | 0 ⭐ | 500 👁️ | Never ⏰ | []
C# |

4.89 KB

|

None

|

0 👍

/

0 👎

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
 
namespace PingPong
{
    /// <summary>
    /// This is the main type for your game.
    /// </summary>
    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<Sprite> _sprites;
 
        Texture2D bcgTexture;
 
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
 
        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            ScreenWidth = graphics.PreferredBackBufferWidth;
            ScreenHeight = graphics.PreferredBackBufferHeight;
            Random = new Random();
 
            base.Initialize();
        }
 
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
 
            bcgTexture = Content.Load<Texture2D>("pongBackground");
 
            var batTexture = Content.Load<Texture2D>("paddle1a");
            var batTexture2 = Content.Load<Texture2D>("paddle2a");
            var ballTexture = Content.Load<Texture2D>("ball1");
 
            var ballAnimTexture = Content.Load<Texture2D>("ball-anim");
 
            _score = new Score(Content.Load<SpriteFont>("basicFont"));
 
            _sprites = new List<Sprite>()
      {
        //new Sprite(Content.Load<Texture2D>("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,
        }
      };
 
        }
 
        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// game-specific content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
 
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        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);
        }
 
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        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);
        }
    }
}

Comments

  •  icon
    01/01/70 12:00:00 AM UTC
    Plain Text |

    0 B

    |

    👍

    /

    👎