using System; using System.Collections.Generic; 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.Net; using Microsoft.Xna.Framework.Storage; namespace XNA_Weltraumshooter { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D raumschiff; KeyboardState keyState; Point raumschiffPosition; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// /// 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. /// protected override void Initialize() { // TODO: Add your initialization logic here //mouse = new MouseState(); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); raumschiff = Content.Load(@"raumschiff"); raumschiffPosition = new Point(graphics.PreferredBackBufferWidth / 2-(raumschiff.Width/2), 450); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. 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 keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left) && raumschiffPosition.X > 0) raumschiffPosition.X -= 3; else if (keyState.IsKeyDown(Keys.Right) && raumschiffPosition.X < (graphics.PreferredBackBufferWidth - raumschiff.Width)) raumschiffPosition.X += 3; base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteBlendMode.AlphaBlend); spriteBatch.Draw(raumschiff, new Rectangle(raumschiffPosition.X, raumschiffPosition.Y, raumschiff.Width, raumschiff.Height), Color.White); spriteBatch.End(); base.Draw(gameTime); } } }