// In this programme I just want to introduce some basic concepts i.e the steps the flow of
// the windows game programme using C# in XNA development environment.
// for taking the complete project you have to email me at jawadnawaz@live.com
using System;
using System.Collections.Generic;
using System.Linq;
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.Media;
namespace
JawadGame
{
///<summary>
/// This is the main type for your game
///</summary>
publicclassGame1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Rectangle mainFrame, playSize, pauseSize, jerrySize, tomSize, sonicSize, soniccSize;
public Game1()
{
graphics =
newGraphicsDeviceManager(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>
protectedoverridevoid 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>
// This is a texture we can render.
Texture2D bg, play, pause, tom, jerry, sonic, sonicc;
protectedoverridevoid LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch =
newSpriteBatch(GraphicsDevice);
bg = Content.Load<Texture2D>(“Textures/bg”);
mainFrame = newRectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
play = Content.Load<Texture2D>(“Textures/play”);
playSize = newRectangle(0, 0, (int)(play.Width * 0.5), (int)(play.Height * 0.5));
pause = Content.Load<Texture2D>(“Textures/pause”);
pauseSize = newRectangle(750, 0, (int)(pause.Width * 0.5), (int)(pause.Height * 0.5));
sonic = Content.Load<Texture2D>(“Textures/sonic”);
sonicSize = newRectangle(242, 140, (int)(sonic.Width * 0.9), (int)(sonic.Height * 0.9));
tom = Content.Load<Texture2D>(“Textures/tom”);
tomSize = newRectangle(470, 175, (int)(tom.Width * 0.8), (int)(tom.Height * 0.8));
jerry = Content.Load<Texture2D>(“Textures/jerry”);
jerrySize = newRectangle(20, 300, (int)(jerry.Width * 0.3), (int)(jerry.Height * 0.3));
sonicc = Content.Load<Texture2D>(“Textures/sonicc”);
soniccSize = newRectangle(800, 0, (int)(sonicc.Width * 0.8), (int)(sonicc.Height * 0.9));
// 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>
protectedoverridevoid 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>
protectedoverridevoid Update(GameTime gameTime)
{
soniccSize.X -= 1;
KeyboardState key = Keyboard.GetState();
if (key.IsKeyDown(Keys.Right))
{
jerrySize.X += 1;
}
elseif (key.IsKeyDown(Keys.Left))
{
jerrySize.X -= 1;
}
elseif (key.IsKeyDown(Keys.Up))
{
jerrySize.Y -= 1;
}
elseif (key.IsKeyDown(Keys.Down))
{
jerrySize.Y += 1;
}
//Reset all objects on initial locations.
elseif (key.IsKeyDown(Keys.Space))
{
jerrySize.X = 20;
jerrySize.Y = 300;
tomSize.X = 500;
soniccSize.X = 800;
soniccSize.Y = 0;
}
//collision detection between Tom and Jerry.
if (jerrySize.Intersects(tomSize))
{
tomSize.X += tomSize.X / 13;
}
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
publicvoid movement(GameTime gameTime)
{
base.Update(gameTime);
}
///<summary>
/// This is called when the game should draw itself.
///</summary>
///<param name=”gameTime”>Provides a snapshot of timing values.</param>
protectedoverridevoid Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// Draw the sprite.
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(bg, mainFrame, Color.White);
spriteBatch.Draw(sonicc, soniccSize, Color.White);
spriteBatch.Draw(sonic, sonicSize, Color.White);
spriteBatch.Draw(tom, tomSize, Color.White);
spriteBatch.Draw(jerry, jerrySize, Color.White);
spriteBatch.Draw(play, playSize, Color.White);
spriteBatch.Draw(pause, pauseSize, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}