//GAME1.CS
#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;
#endregion
namespace Tutorial2
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
ContentManager content;
Sprite sprite;
Sprite sprite2;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
sprite = new Sprite(this);
sprite.X = 64; sprite.Y = 64;
sprite2 = new Sprite(this);
sprite2.X = 256; sprite2.Y = 256;
this.Components.Add(sprite);
this.Components.Add(sprite2);
}
/// <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>
/// 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)
{
// TODO: Load any ResourceManagementMode.Automatic content
}
// TODO: Load any ResourceManagementMode.Manual content
}
/// <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)
{
// Allows the default game to exit on Xbox 360 and Windows
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
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);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
//SPRITE.CS
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
#endregion
namespace Tutorial2
{
/// <summary>
/// This is a game component that implements IUpdateable.
/// </summary>
public partial class Sprite : Microsoft.Xna.Framework.DrawableGameComponent
{
private ContentManager manager;
private SpriteBatch spriteBatch;
private Texture2D texture;
private int x, y = 0;
public Sprite(Game game)
: base(game)
{
// TODO: Construct any child components here
}
/// <summary>
/// Allows the game component to perform any initialization it needs to before starting
/// to run. This is where it can query for any required services and load content.
/// </summary>
public override void Initialize()
{
// TODO: Add your initialization code here
base.Initialize();
}
protected override void LoadGraphicsContent(bool loadAllContent)
{
base.LoadGraphicsContent(loadAllContent);
if (loadAllContent)
{
manager = new ContentManager(this.Game.Services);
spriteBatch = new SpriteBatch(this.GraphicsDevice);
texture = manager.Load<Texture2D>("texture1");
}
}
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
base.UnloadGraphicsContent(unloadAllContent);
if (unloadAllContent)
manager.Unload();
spriteBatch.Dispose();
texture.Dispose();
}
/// <summary>
/// Allows the game component to update itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Update(GameTime gameTime)
{
// TODO: Add your update code here
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
spriteBatch.Begin();
spriteBatch.Draw(texture, new Rectangle(x, y, 24, 24), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
public int x
{
get
{
return x;
}
set
{
x = value;
}
}
public int y
{
get
{
return y;
}
set
{
y = value;
}
}
}
}