namespace Projcmk02
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D Background;
Texture2D Background2;
Texture2D RM1;
Texture2D RM2;
Texture2D RM3;
Texture2D bowser;
Texture2D supamario;
Texture2D platform;
Vector2 pos1= new Vector2(0,300);
Vector2 pos2= new Vector2(0,0);
Vector2 pos3= new Vector2(0,500);
Vector2 pos4= new Vector2(300,460);
Vector2 pos5= new Vector2(100,0);
Vector2 pos6 = new Vector2(250,200);
//float sp0 = 0f;
float sp1 = 2f;
float sp2 = 3f;
float sp3 = 4f;
float sp4 = 3f;
float sp5 = 4f;
float sp6 = 5f;
float sp7 = 3f;
float sp8 = 6f;
float sp9 = 2f;
float sp10 = 2f;
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);
bowser = Content.Load<Texture2D>(@"Images/smwbowser");
Background = Content.Load<Texture2D>(@"Images/Background");
Background2 = Content.Load<Texture2D>(@"Images/mario-and-peach");
supamario = Content.Load<Texture2D>(@"Images/supamario");
RM1 = Content.Load<Texture2D>(@"Images/mred");
RM2 = Content.Load<Texture2D>(@"Images/mred");
RM3 = Content.Load<Texture2D>(@"Images/mred");
platform = Content.Load<Texture2D>(@"Images/platform");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all 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)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
KeyboardState keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Left))
pos4.X -= sp1;
if (keyboardState.IsKeyDown(Keys.Right))
pos4.X += sp1;
if (keyboardState.IsKeyDown(Keys.Up))
pos4.Y -= sp1;
else
pos4.Y += sp1;
if (keyboardState.IsKeyDown(Keys.Down))
pos4.Y += sp1;
if (pos4.X < 0)
pos4.X = 0;
if (pos4.Y < 0)
pos4.Y = 0;
if (pos4.X > window.ClientBounds.Width - 114)
pos4.X = window.ClientBounds.Width - 114;
if (pos4.Y > window.ClientBounds.Height - 150)
pos4.Y = window.ClientBounds.Height - 150;
pos5.X += sp2;
if (pos5.X > window.ClientBounds.Width) pos5.X = -135;
pos5.Y += sp3;
if (pos5.Y > window.ClientBounds.Height) pos5.Y = -202;
pos1.X += sp4;
if (pos1.X > window.ClientBounds.Width - 100 || pos1.X < 0) sp4 *= -1;
pos1.Y += sp5;
if (pos1.Y > window.ClientBounds.Height) pos1.Y = -100;
pos2.X += sp6;
if (pos2.X > window.ClientBounds.Width - 100 || pos2.X < 0) sp6 *= -1;
pos2.Y += sp7;
if (pos2.Y > window.ClientBounds.Height) pos2.Y = -100;
pos3.X += sp8;
if (pos3.X > window.ClientBounds.Width - 100 || pos3.X < 0) sp8 *= -1;
pos3.Y += sp9;
if (pos3.Y > window.ClientBounds.Height) pos3.Y = -100;
GamePadState gamepadState = GamePad.GetState(PlayerIndex.One);
pos4.X += sp10 * gamepadState.ThumbSticks.Left.X;
if (Collideplatform())
{
pos4.Y = 128;
pos6 = new Vector2(250, 200);
}
else
/* if (CollideRM1())
{
pos4.Y -= 50;
pos1 = new Vector2(0, 100);
GamePad.SetVibration(PlayerIndex.One, 0f, .02f);
}
if (CollideRM2())
{
pos4.Y -= 50;
pos2 = new Vector2(0, 500);
GamePad.SetVibration(PlayerIndex.One, 0f, .02f);
}
if (CollideRM3())
{
pos4.Y -= 50;
pos3 = new Vector2(0, 300);
GamePad.SetVibration(PlayerIndex.One, 0f, .02f);
}
if (Collidebowser())
{
pos4.Y += 50;
pos5 = new Vector2(0, 0);
GamePad.SetVibration(PlayerIndex.One, 0.25f, .02f);
}*/
// TODO: Add your update logic here
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();
if (pos4.Y > 0)
spriteBatch.Draw(Background, Vector2.Zero, Color.White);
if (pos4.Y < 2)
spriteBatch.Draw(Background2, Vector2.Zero, Color.White);
// spriteBatch.Draw(RM1, pos1, Color.White);
// spriteBatch.Draw(RM2, pos2, Color.White);
// spriteBatch.Draw(RM3, pos3, Color.White);
spriteBatch.Draw(supamario, pos4, Color.White);
// spriteBatch.Draw(bowser, pos5, Color.White);
spriteBatch.Draw(platform, pos6, Color.White);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
protected bool CollideRM1()
{
Rectangle supamario = new Rectangle((int)pos4.X, (int)pos4.Y, 114, 150);
Rectangle RM1 = new Rectangle((int)pos1.X, (int)pos3.Y, 100, 100);
return supamario.Intersects(RM1);
}
protected bool CollideRM2()
{
Rectangle supamario = new Rectangle((int)pos4.X, (int)pos4.Y, 114, 150);
Rectangle RM2 = new Rectangle((int)pos2.X, (int)pos2.Y, 100, 100);
return supamario.Intersects(RM2);
}
protected bool CollideRM3()
{
Rectangle supamario = new Rectangle((int)pos4.X, (int)pos4.Y, 114, 150);
Rectangle RM3 = new Rectangle((int)pos3.X, (int)pos3.Y, 100, 100);
return supamario.Intersects(RM3);
}
protected bool Collidebowser()
{
Rectangle supamario = new Rectangle((int)pos4.X, (int)pos4.Y, 114, 150);
Rectangle bowser = new Rectangle((int)pos5.X, (int)pos5.Y, 135, 202);
return supamario.Intersects(bowser);
}
protected bool Collideplatform()
{
Rectangle supamario = new Rectangle((int)pos4.X, (int)pos4.Y, 60, 75);
Rectangle platform = new Rectangle((int)pos6.X, (int)pos6.Y, 180, 25);
return supamario.Intersects(platform);
}
}
}
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