#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
namespace XNA_Fighter
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
ContentManager content;
SpriteBatch spriteBatch; //Object that draws sprites
Texture2D myTexture;
Texture2D mainMenuTexture;
Rectangle texRec;
Vector2 spritePosition;
Texture2D myTexture2;
Vector2 spritePosition2;
float xPos;
float yPos;
int screenW;
int screenH;
public Game1()
{
xPos = 200;
yPos = 200;
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
spritePosition = new Vector2(0, 0);
spritePosition2 = new Vector2(xPos, yPos);
}
///
/// 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()
{
screenW = graphics.GraphicsDevice.DisplayMode.Width;
screenH = graphics.GraphicsDevice.DisplayMode.Height;
graphics.PreferredBackBufferWidth = screenW;
graphics.PreferredBackBufferHeight = screenH;
graphics.IsFullScreen = true;
texRec = new Rectangle(0, 0, screenW, screenH);
base.Initialize();
}
///
/// Load your graphics content. If loadAllContent is true, you should
/// load content from both ResourceManagementMode pools. Otherwise, just
/// load ResourceManagementMode.Manual content.
///
/// Which type of content to load.
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
myTexture = content.Load(@"BlackDragon3");
myTexture2 = content.Load(@"Game");
spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
}
// TODO: Load any ResourceManagementMode.Manual content
}
///
/// 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.
///
/// Which type of content to unload.
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent == true)
{
content.Unload();
}
}
///
/// 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 default game to exit on Xbox 360 and Windows
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
{
Exit();
}
float xNew = spritePosition2.X + 15f * GamePad.GetState(PlayerIndex.One).ThumbSticks.Right.X;
float yNew = spritePosition2.Y - 15f * GamePad.GetState(PlayerIndex.One).ThumbSticks.Right.Y;
if (xNew > 0 && xNew < 1240)
{
spritePosition2.X = xNew;
}
if (yNew > 0 && yNew < 680)
{
spritePosition2.Y = yNew;
}
// TODO: Add your update logic here
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.DarkGray);
spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
spriteBatch.Draw(myTexture,texRec,new Rectangle(0,0,1900,1080), Color.WhiteSmoke);
spriteBatch.Draw(myTexture2, spritePosition2, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}