using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Game2
{
/// <summary>
/// This is the main type for your game.
/// </summary>
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";
}
/// <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
IsMouseVisible = true;
Window.AllowUserResizing = true;
Window.Title = "Test 1";
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);
background = Content.Load<Texture2D>("background");
board = new Board(Content);
// TODO: use this.Content to load your game content here
}
/// <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();
// 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;
}
/// <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(background, GraphicsDevice.Viewport.Bounds, Color.White);
board.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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