1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172
| 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 ProgrammingAssignment2
{
/// <summary>
/// Programming assignment 2 : let's play with MonoGame and sprites
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 600;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
// STUDENTS: declare variables for three sprites
Texture2D icon;
Texture2D icon2;
Texture2D icon3;
// STUDENTS: declare variables for x and y speeds
int xSpeed;
int ySpeed;
// used to handle generating random values
Random rand = new Random();
const int CHANGE_DELAY_TIME = 1000;
int elapsedTime = 0;
// used to keep track of current sprite and location
Texture2D currentSprite;
Rectangle drawRectangle = new Rectangle();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = WINDOW_WIDTH;
graphics.PreferredBackBufferHeight = WINDOW_HEIGHT; ;
}
/// <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>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// STUDENTS: load the sprite images here
icon = Content.Load<Texture2D> ("icon");
icon2 = Content.Load<Texture2D> ("icon2");
icon3 = Content.Load <Texture2D> ("icon3");
// STUDENTS: set the currentSprite variable to one of your sprite variables
currentSprite = icon;
}
/// <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();
elapsedTime += gameTime.ElapsedGameTime.Milliseconds;
if (elapsedTime > CHANGE_DELAY_TIME)
{
elapsedTime = 0;
// STUDENTS: uncomment the code below and make it generate a random number
// between 0 and 2 inclusive using the rand field I provided
int spriteNumber = rand.Next(0, 3);
// sets current sprite
// STUDENTS: uncomment the lines below and change sprite0, sprite1, and sprite2
// to the three different names of your sprite variables
if (spriteNumber == 0)
{
currentSprite = icon;
}
else if (spriteNumber == 1)
{
currentSprite = icon2;
}
else if (spriteNumber == 2)
{
currentSprite = icon3;
}
// STUDENTS: set the drawRectangle.Width and drawRectangle.Height to match the width and height of currentSprite
drawRectangle.Width = currentSprite.Width;
drawRectangle.Height = currentSprite.Height;
// STUDENTS: center the draw rectangle in the window. Note that the X and Y properties of the rectangle
// are for the upper left corner of the rectangle, not the center of the rectangle
drawRectangle.X = drawRectangle.X + WINDOW_WIDTH / 2 - currentSprite.Width / 2;
drawRectangle.Y = drawRectangle.Y + WINDOW_HEIGHT / 2 - currentSprite.Height / 2;
// STUDENTS: write code below to generate random numbers between -4 and 4 inclusive for the x and y speed
// using the rand field I provided
// CAUTION: Don't redeclare the x speed and y speed variables here!
xSpeed = rand.Next (-4, 5);
ySpeed = rand.Next (-4, 5);
}
// STUDENTS: move the drawRectangle by the x speed and the y speed
drawRectangle.X += xSpeed;
drawRectangle.Y += ySpeed;
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);
// STUDENTS: draw current sprite here
spriteBatch.Begin ();
spriteBatch.Draw (currentSprite, drawRectangle, Color.White);
spriteBatch.End ();
base.Draw(gameTime);
}
}
} |
Partager