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;
//public enum SpriteEffects;
namespace helimoveGame1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
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
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
Texture2D helicopter;
Vector2 spritePosition = new Vector2(0.0f,0.0f);
Vector2 spriteSpeed = new Vector2(50.0f, 50.0f);
Vector2 scaleSize = new Vector2(1.0f, 1.0f);
Vector2 velocity = new Vector2(0.0f, 0.0f);
float rotation;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
helicopter = Content.Load<Texture2D>("helicopter");
// 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
spritePosition += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
int MaxX = graphics.GraphicsDevice.Viewport.Width - helicopter.Width;
int MinX = 0;
int MaxY = graphics.GraphicsDevice.Viewport.Height - helicopter.Height;
int MinY = 0;
if (spritePosition.X > MaxX)
{
spriteSpeed.X *= -1;
spritePosition.X = MaxX;
//velocity.X += 1;
}
else if (spritePosition.X < MinX)
{
spriteSpeed.X *= -1;
spritePosition.X = MinX;
// velocity.X += 1;
}
if (spritePosition.Y > MaxY)
{
spriteSpeed.Y *= -1;
spritePosition.Y = MaxY;
//velocity.Y += 1;
}
else if (spritePosition.Y < MinY)
{
spriteSpeed.Y *= -1;
spritePosition.Y = MinY;
//velocity.Y += 1;
}
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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(helicopter, spritePosition, null, Color.White, rotation, new Vector2(0, 0), scaleSize, spritePosition.X > (graphics.GraphicsDevice.Viewport.Width - helicopter.Width)? SpriteEffects.FlipHorizontally : SpriteEffects.None, 0);
spriteBatch.End();
base.Draw(gameTime);
}
}
}