#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
{
///
/// This is the main type for your game
///
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);
}
///
/// 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()
{
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();
}
///
/// 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)
{
// TODO: Load any ResourceManagementMode.Automatic content
}
// 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)
{
// TODO: Unload any ResourceManagementMode.Automatic content
content.Unload();
}
// TODO: Unload any ResourceManagementMode.Manual content
}
///
/// 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)
{
if (sprite1.CollideAgainst(sprite2))
{
sprite1.RotationXVelocity = 2;
}
else
{
sprite1.RotationXVelocity = 0;
}
FlatRedBallServices.Update(gameTime);
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
FlatRedBallServices.Draw();
base.Draw(gameTime);
}
}
}