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- 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 helloworld4
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- 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>
- ///
- Texture2D player;
- Vector2 spritePosition = Vector2.Zero;
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- player = Content.Load<Texture2D>("shipsprite");
- // 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>
- void UpdateSprite(GameTime gameTime)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- // TODO: Add your update logic here
- spritePosition +=
- spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
- int MaxX =
- graphics.GraphicsDevice.Viewport.Width - player.Width;
- int MinX = 0;
- int MaxY =
- graphics.GraphicsDevice.Viewport.Height - player.Height;
- int MinY = 0;
- //check for bounce
- if (spritePosition.X > MaxX)
- {
- spriteSpeed.X *= -1;
- spritePosition.X = MaxX;
- }
- else if (spritePosition.X < MinX)
- {
- spriteSpeed.X *= -1;
- spritePosition.X = MinX;
- }
- if (spritePosition.Y > MaxY)
- {
- spriteSpeed.Y *= -1;
- spritePosition.Y = MaxY;
- }
- else if (spritePosition.Y < MinY)
- {
- spriteSpeed.Y *= -1;
- spritePosition.Y = MinY;
- }
- 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(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
- spriteBatch.Draw(player, spritePosition, Color.White);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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