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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- namespace Game2
- {
- /// <summary>
- /// This is the main type for your game.
- /// </summary>
- public class Game1 : Game
- {
- public static int ClickedCounter =0, ShowedCards =0, CurrentType=-1, pairs=0;
- public static Card SelectedCard = null;
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- Texture2D background;
- Board board;
- Rectangle Cursor;
- bool win = false;
- 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
- IsMouseVisible = true;
- Window.AllowUserResizing = true;
- Window.Title = "Test 1";
- 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);
- background = Content.Load<Texture2D>("background");
- board = new Board(Content);
- // TODO: use this.Content to load your game content here
- }
- /// <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();
- // TODO: Add your update logic here
- UpdateCursorPosition();
- ButtonsEvents();
- CheckWin();
- base.Update(gameTime);
- }
- void CheckWin()
- {
- if (win)
- return;
- Window.Title = "ilosc ruchow: " + ClickedCounter;
- if (Game1.pairs == 12)
- {
- Window.Title = "wygrales. Ilosc ruchow to: " + ClickedCounter;
- win = true;
- }
- }
- private void ButtonsEvents()
- {
- board.Update(Cursor);
- }
- void UpdateCursorPosition()
- {
- var mouseState = Mouse.GetState();
- Cursor.X = mouseState.X;
- Cursor.Y = mouseState.Y;
- }
- /// <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(background, GraphicsDevice.Viewport.Bounds, Color.White);
- board.Draw(spriteBatch);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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