Lösningsförslag till uppgift 8.20¶
Filer i detta program
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
namespace Uppgift_9._5
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D parrotBild;
List<Vector2> parrotPositioner = new List<Vector2>();
float parrotSpeed = 3;
KeyboardState tangentBord = Keyboard.GetState();
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()
{
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 3; y++)
{
parrotPositioner.Add(new Vector2(100 + 120 * x, 50 + 120 * y));
}
}
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);
parrotBild = Content.Load<Texture2D>("parrot");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific 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)
{
tangentBord = Keyboard.GetState();
Vector2 temp;
for (int i = 0; i < parrotPositioner.Count; i++)
{
temp = parrotPositioner[i];
if (tangentBord.IsKeyDown(Keys.Left))
{
temp.X -= parrotSpeed;
}
if (tangentBord.IsKeyDown(Keys.Right))
{
temp.X += parrotSpeed;
}
if (tangentBord.IsKeyDown(Keys.Up))
{
temp.Y -= parrotSpeed;
}
if (tangentBord.IsKeyDown(Keys.Down))
{
temp.Y += parrotSpeed;
}
parrotPositioner[i] = temp;
}
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);
spriteBatch.Begin();
foreach (Vector2 parrotPosition in parrotPositioner)
{
spriteBatch.Draw(parrotBild, parrotPosition, Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}