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);
}
}
}
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