All pastes #249676 Raw Edit

Xodus

public text v1 · immutable
#249676 ·published 2006-11-16 00:52 UTC
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//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;
            }
        }
    }
}