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public unlisted text v1 · immutable
#498688 ·published 2007-05-20 16:35 UTC
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#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);
        }
    }
}