#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using FlatRedBall;
using FlatRedBall.Content;
using FlatRedBall.Content.Particle;
using FlatRedBall.Input;
using FlatRedBall.Math.Geometry;
using FlatRedBall.Graphics.Particle;
using FlatRedBall.Graphics;
#endregion
namespace FRBXNATestbed
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
ContentManager content;
Text debugText;
bool[] mLevelLoaded;
SpriteList mLevel1Sprites;
SpriteList mLevel2Sprites;
SpriteList mLevel3Sprites;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
}
/// <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()
{
FlatRedBallServices.InitializeFlatRedBall(this, this.graphics);
base.Initialize();
debugText = TextManager.AddText("");
debugText.Y = 13;
debugText.X = -16;
debugText.Scale = debugText.Spacing = .5f;
mLevelLoaded = new bool[3];
mLevelLoaded[0] = false;
mLevelLoaded[1] = false;
mLevelLoaded[2] = false;
mLevel1Sprites = new SpriteList();
mLevel2Sprites = new SpriteList();
mLevel3Sprites = new SpriteList();
}
/// <summary>
/// Load your graphics content. If loadAllContent is true, you should
/// load content from both ResourceManagementMode pools. Otherwise, just
/// load ResourceManagementMode.Manual content.
/// </summary>
/// <param name="loadAllContent">Which type of content to load.</param>
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
}
}
/// <summary>
/// Unload your graphics content. If unloadAllContent is true, you should
/// unload content from both ResourceManagementMode pools. Otherwise, just
/// unload ResourceManagementMode.Manual content. Manual content will get
/// Disposed by the GraphicsDevice during a Reset.
/// </summary>
/// <param name="unloadAllContent">Which type of content to unload.</param>
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent == true)
{
content.Unload();
}
}
/// <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)
{
FlatRedBallServices.Update(gameTime);
if(InputManager.Keyboard.KeyPushed(Keys.D1))
{
if(mLevelLoaded[0] == false)
{
Sprite sprite = SpriteManager.AddSprite("redball.bmp", "Level1");
sprite.X = 5;
mLevel1Sprites.Add(sprite);
mLevelLoaded[0] = true;
}
else
{
mLevelLoaded[0] = false;
FlatRedBallServices.Unload("Level1");
SpriteManager.RemoveSprite(mLevel1Sprites);
}
}
else if(InputManager.Keyboard.KeyPushed(Keys.D2))
{
if(mLevelLoaded[1] == false)
{
Sprite sprite = SpriteManager.AddSprite("redball.bmp", "Level2");
sprite.X = 1;
mLevel2Sprites.Add(sprite);
sprite = SpriteManager.AddSprite("redball.bmp", "Level2");
sprite.Y = 5;
sprite.X = -2;
mLevel2Sprites.Add(sprite);
mLevelLoaded[1] = true;
}
else
{
mLevelLoaded[1] = false;
FlatRedBallServices.Unload("Level2");
SpriteManager.RemoveSprite(mLevel2Sprites);
}
}
else if(InputManager.Keyboard.KeyPushed(Keys.D3))
{
if(mLevelLoaded[2] == false)
{
Sprite sprite = SpriteManager.AddSprite("redball.bmp", "Level3");
sprite.X = -3;
mLevel3Sprites.Add(sprite);
sprite = SpriteManager.AddSprite("redball.bmp", "Level3");
sprite.Y = 2;
sprite.X = 4;
mLevel3Sprites.Add(sprite);
sprite = SpriteManager.AddSprite("redball.bmp", "Level3");
sprite.Y = 6;
sprite.X = -4;
mLevel3Sprites.Add(sprite);
mLevelLoaded[2] = true;
}
else
{
mLevelLoaded[2] = false;
FlatRedBallServices.Unload("Level3");
SpriteManager.RemoveSprite(mLevel3Sprites);
}
}
debugText.DisplayText = FlatRedBallServices.GetContentManagerInformation();
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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
FlatRedBallServices.Draw();
base.Draw(gameTime);
}
}
}