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; namespace Ninja_Wars { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { Rectangle spriteRect = new Rectangle(); Random random = new Random(); Texture2D mainCharacter; Texture2D backGround; Texture2D fireBall; Texture2D missile; Vector2 missilePosition = new Vector2(0,0); Vector2 firePosition = new Vector2(0,0); Vector2 bgPosition = new Vector2(0,0); Vector2 spritePosition = new Vector2(50,200); Vector2 rectPosition = new Vector2(50,200); Vector2 missileRect = new Vector2(0,0); GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); 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 Rectangle screenRect = graphics.GraphicsDevice.Viewport.Bounds; if (spritePosition.X == screenRect.X) { spritePosition.X -= 1; } 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); // TODO: use this.Content to load your game content here mainCharacter = this.Content.Load("Images//Ninja"); backGround = this.Content.Load("Images//background"); fireBall = this.Content.Load("Images//fireball"); missile = this.Content.Load("Images//Missles"); missilePosition = spriteRect.Left; } /// /// 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(); // TODO: Add your update logic here KeyboardState keyboardstate = Keyboard.GetState(); if (keyboardstate.IsKeyDown(Keys.Left)) { spritePosition.X -= 3; } if (keyboardstate.IsKeyDown(Keys.Right)) { spritePosition.X += 3; } if (keyboardstate.IsKeyDown(Keys.Left) && keyboardstate.IsKeyDown(Keys.LeftShift)) { spritePosition.X -= 5; } if (keyboardstate.IsKeyDown(Keys.Right) && keyboardstate.IsKeyDown(Keys.LeftShift)) { spritePosition.X += 5; } if (keyboardstate.IsKeyDown(Keys.Space)) { missilePosition.Y -= 1; } base.Update(gameTime); if (keyboardstate.IsKeyDown(Keys.Space)) { missilePosition.Y -= 1; } rectPosition.X = spritePosition.X; rectPosition.Y = spritePosition.Y; missileRect.X = missilePosition.X; missileRect.Y = missilePosition.Y; } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(backGround, bgPosition, Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.Draw(mainCharacter, spritePosition, Color.White); spriteBatch.Draw(mainCharacter, spriteRect, Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.Draw(missile, missilePosition, Color.White); spriteBatch.Draw(missile, missileRect, Color.White); spriteBatch.End(); base.Draw(gameTime); } } }