using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace mang1 { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Vector2 asukoht = new Vector2(0, 0); Texture2D pilt; double px = 10; double py = 30; double xsamm = 1; double ysamm = 0; double sammumuutus = 0.1; Helves helves1 = new Helves(200, 100, 30); Helves helves2 = new Helves(300, 200, 20, 0.1f); HelbeHaldus helbed = new HelbeHaldus(500); public Game1() { graphics = new GraphicsDeviceManager(this); /* graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1200; */ graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// /// 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. /// protected override void Initialize() { // TODO: Add your initialization logic here helbed.looHelbed(50, 300, 300, 200); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); pilt = Content.Load("kriilu"); helves1.LoadContent(Content); helves2.LoadContent(Content); helbed.LoadContent(Content); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState klaver = Keyboard.GetState(); if (klaver.IsKeyDown(Keys.Left)) { xsamm = xsamm - sammumuutus; } if (klaver.IsKeyDown(Keys.Right)) { xsamm = xsamm + sammumuutus; } if (klaver.IsKeyDown(Keys.Up)) { ysamm = ysamm - sammumuutus; } if (klaver.IsKeyDown(Keys.Down)) { ysamm = ysamm + sammumuutus; } if (klaver.IsKeyDown(Keys.Space)) { xsamm = 0; ysamm = 0; px = 100; py = 50; } //Lisage ka üles-alla liikumine px = px + xsamm; py = py + ysamm; // TODO: Add your update logic here helves1.Update(this); helves2.Update(this); helbed.Update(this); //Hoolitsege, et helbed lendleksid eri kiirusega base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Yellow); spriteBatch.Begin(); spriteBatch.Draw(pilt, asukoht, Color.White); spriteBatch.Draw(pilt, new Rectangle((int)px, (int)py, 40, 30), Color.Yellow); helves1.Draw(spriteBatch); helves2.Draw(spriteBatch); helbed.Draw(spriteBatch); spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); } } }