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- 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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