All pastes #572101 Raw Edit

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public text v1 · immutable
·published 2007-06-17 14:56 UTC
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#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 FlatRedBall;

#endregion

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

        Sprite sprite1 = new Sprite();
        Sprite sprite2 = new Sprite();

        private FlatRedBall.Math.Geometry.AxisAlignedRectangle rec1;
        private FlatRedBall.Math.Geometry.AxisAlignedRectangle rec2;


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


        /// <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()
        {
            FlatRedBallServices.InitializeFlatRedBall(this, this.graphics);

            Sprite sprite1 = SpriteManager.AddSprite("redball.bmp");
            Sprite sprite2 = SpriteManager.AddSprite("redball.bmp");
 
            rec1 =
                FlatRedBall.Math.Geometry.ShapeManager.AddAxisAlignedRectangle(); 
            rec1.ScaleX = sprite1.ScaleX;
            rec1.ScaleY = sprite1.ScaleY;
            sprite1.SetCollision(rec1);

            rec2 =
                FlatRedBall.Math.Geometry.ShapeManager.AddAxisAlignedRectangle(); 
            rec2.ScaleX = sprite2.ScaleX;
            rec2.ScaleY = sprite2.ScaleY;
            sprite2.SetCollision(rec2);

            sprite1.X = -15;
            sprite2.X = 15;
            sprite1.Z = 0;
            sprite2.Z = 0;

            sprite1.XVelocity = 2;
            sprite2.XVelocity = -2;
           
            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)
            {
                // TODO: Unload any ResourceManagementMode.Automatic content
                content.Unload();
            }

            // TODO: Unload any ResourceManagementMode.Manual content
        }


        /// <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)
        {
            if (sprite1.CollideAgainst(sprite2))
            {
                sprite1.RotationXVelocity = 2;
            }

            else
            {
                sprite1.RotationXVelocity = 0;
            }
            
            FlatRedBallServices.Update(gameTime);

            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)
        {
            FlatRedBallServices.Draw();

            base.Draw(gameTime);
        }
    }
}