Lösningsförslag till uppgift P5.1
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Uppgift_P5._1
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D parrotBild;
Rectangle parrotRekt;
Color parrotColor = Color.White;
MouseState mus = Mouse.GetState();
MouseState gammalMus = Mouse.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()
{
IsMouseVisible = true;
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");
parrotRekt = new Rectangle(100, 100, parrotBild.Width, parrotBild.Height);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
}
/// <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)
{
gammalMus = mus;
mus = Mouse.GetState();
if (parrotRekt.Contains(mus.Position) && mus.LeftButton == ButtonState.Pressed && gammalMus.LeftButton == ButtonState.Released)
{
if (parrotColor == Color.White)
{
parrotColor = Color.Red;
}
else
{
parrotColor = Color.White;
}
}
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(parrotBild, parrotRekt, parrotColor);
spriteBatch.End();
base.Draw(gameTime);
}
}
}