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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Runtime.InteropServices;
- 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 Square_Chase
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- [DllImport("user32.dll", CharSet = CharSet.Auto)]
- public static extern uint MessageBox(IntPtr hWnd, String text, String caption, uint type);
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- Random rand=new Random();
- Texture2D squareTexture;
- Rectangle currentSquare;
- int playerScore = 0;
- float timeRemaining = 0.0f;
- const float TimePerSquare = 0.75f;
- Color[] colors = new Color[3] { Color.Red, Color.Green,Color.Blue };
- 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
- this.IsMouseVisible = true;
- 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);
- squareTexture = Content.Load<Texture2D>(@"SQUARE");
- // 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>
- protected override void Update(GameTime gameTime)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- if (gameTime.TotalGameTime.TotalSeconds > 10)
- {
- int msg = playerScore;
- MessageBox(new IntPtr(0), Convert.ToString(msg), "Score", 0);
- this.Exit();
- }
- // TODO: Add your update logic here
- if (timeRemaining == 0.0f)
- {
- currentSquare = new Rectangle(
- rand.Next(0, this.Window.ClientBounds.Width - 25),
- rand.Next(0, this.Window.ClientBounds.Height - 25),
- 25, 25);
- timeRemaining = TimePerSquare;
- }
- MouseState mouse = Mouse.GetState();
- if ((mouse.LeftButton == ButtonState.Pressed) &&
- (currentSquare.Contains(mouse.X, mouse.Y)))
- {
- playerScore++;
- timeRemaining = 0.0f;
- }
- timeRemaining = MathHelper.Max(0, timeRemaining -
- (float)gameTime.ElapsedGameTime.TotalSeconds);
- this.Window.Title = "Score : " + playerScore.ToString();
- 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(
- squareTexture,
- currentSquare,
- colors[playerScore % 3]);
- spriteBatch.End();
- // TODO: Add your drawing code here
- base.Draw(gameTime);
- }
- }
- }
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