Oh my god

This commit is contained in:
2012-09-19 16:13:10 +02:00
3 changed files with 175 additions and 176 deletions
@@ -1,109 +1,108 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Media;
namespace DepthsBelow namespace DepthsBelow
{ {
/// <summary> /// <summary>
/// This is the main type for your game /// This is the main type for your game
/// </summary> /// </summary>
public class Game1 : Microsoft.Xna.Framework.Game public class Core : Microsoft.Xna.Framework.Game
{ {
GraphicsDeviceManager graphics; GraphicsDeviceManager graphics;
SpriteBatch spriteBatch; SpriteBatch spriteBatch;
Soldier soldier; Soldier soldier;
public Game1() public Core()
{ {
graphics = new GraphicsDeviceManager(this); graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content"; Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720; graphics.PreferredBackBufferHeight = 720;
graphics.IsFullScreen = true; graphics.IsFullScreen = true;
this.IsMouseVisible = true;
this.IsMouseVisible = true; }
}
/// <summary>
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run.
/// 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
/// 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
/// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well.
/// and initialize them as well. /// </summary>
/// </summary> protected override void Initialize()
protected override void Initialize() {
{ // TODO: Add your initialization logic here
// TODO: Add your initialization logic here
base.Initialize();
base.Initialize(); }
}
/// <summary>
/// <summary> /// LoadContent will be called once per game and is the place to load
/// LoadContent will be called once per game and is the place to load /// all of your content.
/// all of your content. /// </summary>
/// </summary> protected override void LoadContent()
protected override void LoadContent() {
{ // Create a new SpriteBatch, which can be used to draw textures.
// Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice);
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
// TODO: use this.Content to load your game content here Soldier.LoadContent(this);
Soldier.LoadContent(this); soldier = new Soldier(this);
soldier = new Soldier(this);
}
}
/// <summary>
/// <summary> /// UnloadContent will be called once per game and is the place to unload
/// UnloadContent will be called once per game and is the place to unload /// all content.
/// all content. /// </summary>
/// </summary> protected override void UnloadContent()
protected override void UnloadContent() {
{ // TODO: Unload any non ContentManager content here
// TODO: Unload any non ContentManager content here }
}
/// <summary>
/// <summary> /// Allows the game to run logic such as updating the world,
/// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio.
/// checking for collisions, gathering input, and playing audio. /// </summary>
/// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param>
/// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime)
protected override void Update(GameTime gameTime) {
{ // Allows the game to exit
// Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit();
this.Exit();
// TODO: Add your update logic here
// TODO: Add your update logic here soldier.Update(gameTime);
soldier.Update(gameTime);
base.Update(gameTime);
base.Update(gameTime); }
}
/// <summary>
/// <summary> /// This is called when the game should draw itself.
/// This is called when the game should draw itself. /// </summary>
/// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param>
/// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime)
protected override void Draw(GameTime gameTime) {
{ GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
// TODO: Add your drawing code here spriteBatch.Begin();
spriteBatch.Begin(); SpriteRenderComponent rc = soldier.GetComponent<SpriteRenderComponent>();
SpriteRenderComponent rc = soldier.GetComponent<SpriteRenderComponent>(); if (rc != null)
if (rc != null) rc.Draw(spriteBatch);
rc.Draw(spriteBatch); spriteBatch.End();
spriteBatch.End();
base.Draw(gameTime);
base.Draw(gameTime); }
} }
} }
}
+21 -21
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@@ -1,21 +1,21 @@
using System; using System;
namespace DepthsBelow namespace DepthsBelow
{ {
#if WINDOWS || XBOX #if WINDOWS || XBOX
static class Program static class Program
{ {
/// <summary> /// <summary>
/// The main entry point for the application. /// The main entry point for the application.
/// </summary> /// </summary>
static void Main(string[] args) static void Main(string[] args)
{ {
using (Game1 game = new Game1()) using (Core game = new Core())
{ {
game.Run(); game.Run();
} }
} }
} }
#endif #endif
} }
+46 -46
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@@ -1,46 +1,46 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Media;
namespace DepthsBelow namespace DepthsBelow
{ {
class Soldier : Entity class Soldier : Entity
{ {
Game1 game; Core game;
static Texture2D Texture; static Texture2D Texture;
// Components // Components
TransformComponent transform; TransformComponent transform;
static public void LoadContent(Game1 game) static public void LoadContent(Core game)
{ {
Texture = game.Content.Load<Texture2D>("images/soldier"); Texture = game.Content.Load<Texture2D>("images/soldier");
} }
public Soldier(Game1 game) public Soldier(Core game)
{ {
if (Texture == null) if (Texture == null)
LoadContent(game); LoadContent(game);
SpriteRenderComponent rc = new SpriteRenderComponent(this); SpriteRenderComponent rc = new SpriteRenderComponent(this);
rc.Texture = Texture; rc.Texture = Texture;
this.AddComponent(rc); this.AddComponent(rc);
transform = new TransformComponent(this); transform = new TransformComponent(this);
this.AddComponent(transform); this.AddComponent(transform);
} }
public void Update(GameTime gameTime) public void Update(GameTime gameTime)
{ {
KeyboardState ks = Keyboard.GetState(); KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyDown(Keys.Left)) if (ks.IsKeyDown(Keys.Left))
transform.Position.X--; transform.Position.X--;
} }
} }
} }