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.Input.Touch;
using Microsoft.Xna.Framework.Media;
namespace BlockHunter
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D spr_Blue;
Texture2D spr_BlueBroken;
Texture2D spr_Green;
Texture2D spr_GreenBroken;
Texture2D spr_Purple;
Texture2D spr_PurpleBroken;
Texture2D spr_Finish;
int blah;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
// Extend battery life under lock.
InactiveSleepTime = TimeSpan.FromSeconds(1);
}
/// <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
//TouchPanel.EnabledGestures = GestureType.Hol
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);
// TODO: use this.Content to load your game content here
spr_Blue = Content.Load<Texture2D>("Images/blue");
spr_BlueBroken = Content.Load<Texture2D>("Images/bluebroken");
spr_Green = Content.Load<Texture2D>("Images/green");
spr_GreenBroken = Content.Load<Texture2D>("Images/greenbroken");
spr_Purple = Content.Load<Texture2D>("Images/purple");
spr_PurpleBroken = Content.Load<Texture2D>("Images/purplebroken");
spr_Finish = Content.Load<Texture2D>("Images/finish");
}
/// <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();
// TODO: Add your update logic here
// Process touch events
TouchCollection touchCollection = TouchPanel.GetState();
foreach (TouchLocation tl in touchCollection)
{
if ((tl.State == TouchLocationState.Pressed)
|| (tl.State == TouchLocationState.Moved))
{
blah = 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.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(spr_Purple, new Vector2(10, 10), Color.White);
if (blah == 1)
{
spriteBatch.Draw(spr_Finish, new Vector2(100, 10), Color.White);
}
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}