#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);
}
}
}