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);
}
}
}