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@hamoungh
Created February 3, 2015 18:44
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#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
using ShipFighterClasses;
#endregion
namespace GameName9
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Player background;
Random random;
Player[] blueEnemies;
Player playerShip;
public Game1()
: base()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
random = new Random();
blueEnemies = new Player[7];
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 = new Player(Content.Load<Texture2D>("spaceBackground"),
Vector2.Zero,
Vector2.Zero,
false,
1f);
for (int i = 0; i < blueEnemies.Length; i++) {
blueEnemies[i] = new Player(Content.Load<Texture2D>("blueEnemy"),
new Vector2(random.Next(100,700), random.Next(100,300)),
new Vector2(random.Next(-100, 100), random.Next(-100, 100)),
true,
1f);
}
playerShip = new Player(Content.Load<Texture2D>("shipSprite"),
new Vector2(100, 100),
new Vector2(70, 70),
true,
1f);
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
UpdateInput();
playerShip.Update(gameTime,GraphicsDevice);
for(int i=0;i<blueEnemies.Length;i++){
blueEnemies[i].Update(gameTime);
bool collided=blueEnemies[i].CollisionSprite(playerShip);
if (collided)
{
blueEnemies[i].Alive = false;
}
base.Update(gameTime);
}
}
private void UpdateInput()
{
bool keyPressed = false;
KeyboardState keyState = Keyboard.GetState();
if (keyState.IsKeyDown(Keys.Up))
{
playerShip.Up();
keyPressed = true;
}
// other keys
if (!keyPressed)
{
playerShip.Idle();
}
}
/// <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();
background.Draw(spriteBatch);
for (int i = 0; i < blueEnemies.Length; i++)
{
blueEnemies[i].Draw(spriteBatch);
}
playerShip.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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