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Game1.cs
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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 Tanker
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDevice device;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D backgroundTexture;
Texture2D[,] texture;
int screenWidth;
int screenHeight;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// 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.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
graphics.PreferredBackBufferWidth = 1000;
graphics.PreferredBackBufferHeight = 700;
graphics.IsFullScreen = false;
graphics.ApplyChanges();
Window.Title = "NukeIt Tanker";
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
texture = new Texture2D[10, 10];
for (int i=0;i<10;++i) {
for (int y=0;y<10;++y) {
texture[i, y] = Content.Load<Texture2D>("background1");
}
}
spriteBatch = new SpriteBatch(GraphicsDevice);
backgroundTexture = Content.Load<Texture2D>("tanker");
device = graphics.GraphicsDevice;
screenWidth = device.PresentationParameters.BackBufferWidth;
screenHeight = device.PresentationParameters.BackBufferHeight;
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
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
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
DrawScenery();
spriteBatch.End();
base.Draw(gameTime);
}
private void DrawScenery()
{
Rectangle screenRectangle = new Rectangle(0, 0, screenWidth, screenHeight);
spriteBatch.Draw(backgroundTexture, screenRectangle, Color.White);
for (int x = 0; x < 10; x++)
{
for (int y = 0; y < 10; ++y)
{
Rectangle rectangle = new Rectangle(y * 70, x * 70, 70, 70);
spriteBatch.Draw(texture[x, y], rectangle, Color.White);
}
}
}
}
}