All pastes #359799 Raw Edit

Someone

public text v1 · immutable
·published 2007-02-17 01:53 UTC
rendered paste body

#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 Nuclex.Fonts;
#endregion

namespace pong
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;

        SpriteBatch batch;
        Texture2D ballT;
        Texture2D paddle;
        Texture2D paddle2;
        player player1;
        ball ball1;
        int aiPos;
        BitmapFont myFont;
        BitmapFont arial56;
        


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);

            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
        }


        /// <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)
            {
                ballT = content.Load<Texture2D>("images/ball");
                paddle = content.Load<Texture2D>("images/paddle");
                paddle2 = content.Load<Texture2D>("images/paddle");
                batch = new SpriteBatch(graphics.GraphicsDevice);
                player1 = new player();
                ball1 = new ball();
                myFont = this.content.Load<BitmapFont>("fonts/arial.ttf");

                // 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();
            if (player1.exit == true)
                this.Exit();

            // TODO: Add your update logic here
            aiPos = ball1.aiPos;
            ball1.checkPaddles(player1.playerPos, ball1.aiPos);
            ball1.updateAI(ball1.ballX, this.aiPos);
            player1.updatePos();
            ball1.checkWalls();
            Window.Title = "Pong -- Ball PosX: " + ball1.ballX + " Ball PosY: " + ball1.ballY;

            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);
            batch.Begin(SpriteBlendMode.AlphaBlend);
            batch.Draw(ballT, new Vector2(ball1.ballX, ball1.ballY), Color.White);
            batch.Draw(paddle, new Vector2(ball1.aiPos, 0), Color.White);
            batch.Draw(paddle2, new Vector2(player1.playerPos, 523), Color.White);
            batch.End();

            this.arial56.DrawString(
                new Vector2(200.0f, 60.0f), // location in pixels from upper left
                "Hello World!",
                 Color.White
                 );
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}