Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Media;
- namespace AnimatedSprites
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- Texture2D texture;
- Vector2 position;
- float horizontalSpeed = 4;
- float verticalSpeed = 4;
- Point frameSize = new Point(32, 48);
- Point currentFrame = new Point(0, 0);
- Point sheetSize = new Point(4, 4);
- 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
- 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);
- texture = Content.Load<Texture2D>(@"Images\indy");
- // TODO: use this.Content to load your game content here
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// all 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)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- ++currentFrame.X;
- if (currentFrame.X >= sheetSize.X)
- {
- currentFrame.X = 0;
- ++currentFrame.Y;
- if (currentFrame.Y >= sheetSize.Y)
- {
- currentFrame.Y = 0;
- }
- }
- position.X += horizontalSpeed;
- position.Y += verticalSpeed;
- if (position.X > Window.ClientBounds.Width - frameSize.X || position.X < 0)
- {
- horizontalSpeed *= -1;
- }
- if (position.Y > Window.ClientBounds.Height - frameSize.Y || position.Y < 0)
- {
- verticalSpeed *= -1;
- }
- 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.Black);
- spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);
- spriteBatch.Draw(texture,
- position,
- new Rectangle(currentFrame.X * frameSize.X, currentFrame.Y * frameSize.Y, frameSize.X, frameSize.Y),
- Color.White,
- 0,
- Vector2.Zero,
- 1,
- SpriteEffects.None,
- 0);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement