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 Ninja_Wars
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
Rectangle spriteRect = new Rectangle();
Random random = new Random();
Texture2D mainCharacter;
Texture2D backGround;
Texture2D fireBall;
Texture2D missile;
Vector2 missilePosition = new Vector2(0,0);
Vector2 firePosition = new Vector2(0,0);
Vector2 bgPosition = new Vector2(0,0);
Vector2 spritePosition = new Vector2(50,200);
Vector2 rectPosition = new Vector2(50,200);
Vector2 missileRect = new Vector2(0,0);
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
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
Rectangle screenRect = graphics.GraphicsDevice.Viewport.Bounds;
if (spritePosition.X == screenRect.X)
{
spritePosition.X -= 1;
}
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);
// TODO: use this.Content to load your game content here
mainCharacter = this.Content.Load<Texture2D>("Images//Ninja");
backGround = this.Content.Load<Texture2D>("Images//background");
fireBall = this.Content.Load<Texture2D>("Images//fireball");
missile = this.Content.Load<Texture2D>("Images//Missles");
missilePosition = spriteRect.Left;
}
/// <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();
// TODO: Add your update logic here
KeyboardState keyboardstate = Keyboard.GetState();
if (keyboardstate.IsKeyDown(Keys.Left))
{
spritePosition.X -= 3;
}
if (keyboardstate.IsKeyDown(Keys.Right))
{
spritePosition.X += 3;
}
if (keyboardstate.IsKeyDown(Keys.Left) && keyboardstate.IsKeyDown(Keys.LeftShift))
{
spritePosition.X -= 5;
}
if (keyboardstate.IsKeyDown(Keys.Right) && keyboardstate.IsKeyDown(Keys.LeftShift))
{
spritePosition.X += 5;
}
if (keyboardstate.IsKeyDown(Keys.Space))
{
missilePosition.Y -= 1;
}
base.Update(gameTime);
if (keyboardstate.IsKeyDown(Keys.Space))
{
missilePosition.Y -= 1;
}
rectPosition.X = spritePosition.X;
rectPosition.Y = spritePosition.Y;
missileRect.X = missilePosition.X;
missileRect.Y = missilePosition.Y;
}
/// <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);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(backGround, bgPosition, Color.White);
spriteBatch.End();
spriteBatch.Begin();
spriteBatch.Draw(mainCharacter, spritePosition, Color.White);
spriteBatch.Draw(mainCharacter, spriteRect, Color.White);
spriteBatch.End();
spriteBatch.Begin();
spriteBatch.Draw(missile, missilePosition, Color.White);
spriteBatch.Draw(missile, missileRect, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}