/// <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. pixel = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); pixel.SetData(new[] { Color.White }); spriteBatch = new SpriteBatch(GraphicsDevice); var startAsteroid = new Asteroid(this.graphics.PreferredBackBufferWidth, this.graphics.PreferredBackBufferHeight, this.Content, pixel); startAsteroid.Destroyed += new EventHandler((sender, e) => { score += (sender as Asteroid).Score; //asteroids.Remove((Asteroid)sender); }); asteroids.Add(startAsteroid); dino = new Dinosaur(this.graphics.PreferredBackBufferWidth, this.graphics.PreferredBackBufferHeight, this.Content, pixel); dino.Killed += new EventHandler(HandleGameOver); scoreFont = Content.Load<SpriteFont>("Fonts/scorefont"); // TODO: use this.Content to load your game 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 || Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); if (!IsGameOver) { foreach (var asteroid in asteroids) { asteroid.Update(gameTime); if (asteroid.Bounds.Intersects(dino.Bounds)) { //Debug.WriteLine("He dead"); dino.Kill(); } } asteroids.RemoveAll(x => x.destroyed == true); while (asteroids.Count < 10) { var asteroid = new Asteroid(this.graphics.PreferredBackBufferWidth, this.graphics.PreferredBackBufferHeight, this.Content, pixel); asteroid.Destroyed += new EventHandler((sender, e) => score += (sender as Asteroid).Score); asteroids.Add(asteroid); } dino.Update(gameTime); } base.Update(gameTime); }