1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125
| using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Components;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
namespace Essai
{
/// <summary>
/// This is the main type for your game
/// </summary>
partial class Game1 : Microsoft.Xna.Framework.Game
{
public Game1()
{
InitializeComponent();
}
//Ceci contient la texture de la balle
Texture2D m_textureBalle;
//Position de la balle
int m_balleX = 0;
int m_balleY = 0;
//La vitesse de la balle
int m_vx = 3;
int m_vy = 3;
//L'objet qui dessinera la balle
SpriteBatch m_spriteBatch;
protected override void OnStarting()
{
base.OnStarting();
graphics.GraphicsDevice.DeviceReset += new EventHandler(GraphicsDevice_DeviceReset);
LoadResources();
}
void GraphicsDevice_DeviceReset(object sender, EventArgs e)
{
LoadResources();
}
void LoadResources()
{
m_textureBalle = Texture2D.FromFile(graphics.GraphicsDevice, "balle.dds");
m_spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
}
protected override void Update()
{
// The time since Update was called last
float elapsed = (float)ElapsedTime.TotalSeconds;
//Bouger la balle
BougeBalle();
// Let the GameComponents update
UpdateComponents();
}
void BougeBalle()
{
//Bouger la balle par rapport a la vitesse
m_balleX += m_vx;
m_balleY += m_vy;
int MaxX = Window.ClientWidth - m_textureBalle.Width;
int MinX = 0;
int MaxY = Window.ClientHeight - m_textureBalle.Height;
int MinY = 0;
//check for bounce
if (m_balleX > MaxX)
{
m_vx *= -1;
m_balleX = MaxX;
}
else if (m_balleX < MinX)
{
m_vx *= -1;
m_balleX = MinX;
}
if (m_balleY > MaxY)
{
m_vy *= -1;
m_balleY = MaxY;
}
else if (m_balleY < MinY)
{
m_vy *= -1;
m_balleY = MinY;
}
}
protected override void Draw()
{
if (!graphics.EnsureDevice())
{
return;
}
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
graphics.GraphicsDevice.BeginScene();
//Dessiner la balle
m_spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
m_spriteBatch.Draw(m_textureBalle,
new Rectangle(m_balleX, m_balleY, m_textureBalle.Width, m_textureBalle.Height),
Color.Red);
m_spriteBatch.End();
// Let the GameComponents draw
DrawComponents();
graphics.GraphicsDevice.EndScene();
graphics.GraphicsDevice.Present();
}
}
} |
Partager