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- #region Using Statements
- using System;
- using System.Collections.Generic;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Storage;
- using Microsoft.Xna.Framework.GamerServices;
- #endregion
- namespace PongGame
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- Texture2D text;
- //rektanglar
- Rectangle ballRect, paddelLeftRect, paddelRightRect;
- //mått
- int lengtPadelLeft = 150, lengthPadelRight = 150, width = 10;
- //bollens fart
- int ballSpeedX = 2, ballSpeedY = 2;
- public Game1()
- : base()
- {
- 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);
- text = Content.Load<Texture2D>("pixel");
- // TODO: use this.Content to load your game content here
- //laddar Bollen
- ballRect = new Rectangle(Window.ClientBounds.Width / 2, Window.ClientBounds.Height / 2, width, width);
- }
- /// <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)
- {
- ballRect.X += ballSpeedX;
- ballRect.Y += ballSpeedY;
- //kontrollera ifall bollen hamnar uppe eller nere
- if(ballRect.Y < 0 || ballRect.Y > Window.ClientBounds.Height)
- {
- ballSpeedY *= -1;
- }
- // TODO: Add your update logic here
- 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);
- // TODO: Add your drawing code here
- spriteBatch.Begin();
- spriteBatch.Draw(text, ballRect, Color.GreenYellow);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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