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| public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D player;
List<Block> platforms = new List<Block>();
KeyboardState keyboardState;
Texture2D fon;
Texture2D ball;
Rectangle ballRectangle;
Rectangle rect1;
Texture2D blockTexture1;
Vector2 spritePosition;
public int Width;
public int Heigth;
Vector2 position;
List <Block> blocks;
private bool paused = false;
private bool pauseKeyDown = false;
public Game1()
: base()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
Width = graphics.PreferredBackBufferWidth = 1366;
Heigth = graphics.PreferredBackBufferHeight = 768;
graphics.PreferMultiSampling = false;
graphics.ToggleFullScreen();
}
public void CreatLevel()
{
blocks = new List<Block>();
string[] s = File.ReadAllLines("Content\\level\\1.txt");
int x = 0;
int y = 0;
foreach (string str in s)
{
foreach (char c in str)
{
if (c == 'x')
{
Rectangle rect = new Rectangle(x, y, 30, 30);
Block block = new Block(rect, blockTexture1);
blocks.Add(block);
}
x += 30;
}
x = 0;
y += 30;
}
}
/// <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
position = new Vector2(10, 10);
ballRectangle.X = 0;
ballRectangle.Y = 0;
spritePosition = new Vector2(65, 0);
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);
///////////////////////////////////////////////////////////////////////////////////////////
blocks = new List<Block>();
string[] s = File.ReadAllLines("Content\\level\\1.txt");
int x = 0;
int y = 0;
foreach (string str in s)
{
foreach (char c in str)
{
if (c == 'x')
{
rect1 = new Rectangle(x, y, 30, 30);
Block block = new Block(rect1, blockTexture1);
blocks.Add(block);
}
x += 30;
}
x = 0;
y += 30;
}
///////////////////////////////////////////////////////////////////////////////////////////
fon = Content.Load<Texture2D>("fon");
player = Content.Load<Texture2D>("ball");
ball = Content.Load<Texture2D>("ball");
ballRectangle = new Rectangle(65, 0, 20, 20);
blockTexture1 = Content.Load<Texture2D>("kub");
CreatLevel();
// 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)
{
keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Escape))
this.Exit();
Pause();
if (paused == false)
{
if (rect1.Intersects(ballRectangle))
{
if (keyboardState.IsKeyDown(Keys.Right) || ballRectangle.X < 0 )
ballRectangle.X += 3;
if (keyboardState.IsKeyDown(Keys.Left) || ballRectangle.X > 1350 )
ballRectangle.X -= 3;
if (keyboardState.IsKeyDown(Keys.Down) || ballRectangle.Y < 0 )
ballRectangle.Y += 3;
if (keyboardState.IsKeyDown(Keys.Up) || ballRectangle.Y > 750 )
ballRectangle.Y -= 3;
}
if (ballRectangle.Intersects(rect1))
{
ballRectangle.X += 0;
ballRectangle.X += 0;
ballRectangle.Y += 0;
ballRectangle.Y += 0;
}
}
// TODO: Add your update logic here
base.Update(gameTime);
}
public void Pause()
{
if (keyboardState.IsKeyDown(Keys.Space))
{
pauseKeyDown = true;
}
else if (pauseKeyDown)
{
pauseKeyDown = false;
paused = !paused;
}
}
/// <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(fon, new Vector2(0,0), Color.White);
foreach (Block block in blocks)
{
block.Draw(spriteBatch);
}
spriteBatch.Draw(ball, ballRectangle, Color.White);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
} |