Lösningsförslag till uppgift 8.22¶
Filer i detta program
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Uppgift_8._21
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D bilBild;
Vector2 bilPosition = new Vector2(100, 100);
Vector2 bilHastighet = new Vector2(0, 0);
float bilAcceleration = 0.05f;
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()
{
// 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>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
bilBild = Content.Load<Texture2D>("car");
}
/// <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();
bilPosition += bilHastighet;
if (tangentbord.IsKeyDown(Keys.Up))
{
bilHastighet.Y -= bilAcceleration;
}
if (tangentbord.IsKeyDown(Keys.Down))
{
bilHastighet.Y += bilAcceleration;
}
if (tangentbord.IsKeyDown(Keys.Left))
{
bilHastighet.X -= bilAcceleration;
}
if (tangentbord.IsKeyDown(Keys.Right))
{
bilHastighet.X += bilAcceleration;
}
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();
spriteBatch.Draw(bilBild, bilPosition, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}