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March 17, 2015 17:52
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#region Using Statements | |
using System; | |
using System.Collections.Generic; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Content; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
using Microsoft.Xna.Framework.Storage; | |
using Microsoft.Xna.Framework.GamerServices; | |
using SpriteClasses; | |
#endregion | |
namespace OOHuman | |
{ | |
/// <summary> | |
/// This is the main type for your game | |
/// </summary> | |
public class Game1 : Game | |
{ | |
GraphicsDeviceManager graphics; | |
SpriteBatch spriteBatch; | |
Sprite human; | |
public Game1() | |
: base() | |
{ | |
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() | |
{ | |
human = new Human(Content); | |
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. | |
spriteBatch = new SpriteBatch(GraphicsDevice); | |
// 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) | |
{ | |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | |
Exit(); | |
human.Update(gameTime); | |
UpdateInput(); | |
base.Update(gameTime); | |
} | |
public void UpdateInput() | |
{ | |
KeyboardState keyState = Keyboard.GetState(); | |
float moveSpeed = 5.0f; | |
if (keyState.IsKeyDown(Keys.Right)) | |
{ human.Right(); } | |
else if (keyState.IsKeyDown(Keys.Left)) | |
{ human.Left(); } | |
else { human.Idle(); } | |
if (keyState.IsKeyDown(Keys.K)) | |
((Human)human).Kick(); | |
} | |
protected override void Draw(GameTime gameTime) | |
{ | |
GraphicsDevice.Clear(Color.CornflowerBlue); | |
spriteBatch.Begin(); | |
human.Draw(spriteBatch); | |
spriteBatch.End(); | |
base.Draw(gameTime); | |
} | |
} | |
} |
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