using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace MyBallGame;
public class Game1 : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private Ball _ball;
const int GAME_WIDTH = 320;
const int GAME_HEIGHT = 480;
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
_graphics.PreferredBackBufferWidth = GAME_WIDTH;
_graphics.PreferredBackBufferHeight = GAME_HEIGHT;
_graphics.ApplyChanges();
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
var ballTexture = Content.Load<Texture2D>("Circle");
var ballRadius = ballTexture.Width / 2.0f;
var ballPosition = new Vector2(GAME_WIDTH / 2.0f - ballRadius, GAME_HEIGHT / 2.0f - ballRadius);
var ballVelocity = new Vector2(300.0f, 300.0f);
_ball = new Ball(ballPosition, ballRadius, ballVelocity, ballTexture);
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
_ball.Update(gameTime, GAME_WIDTH, GAME_HEIGHT);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
_spriteBatch.Begin();
_ball.Draw(_spriteBatch);
_spriteBatch.End();
base.Draw(gameTime);
}
}
class Ball
{
private Vector2 _position;
private float _radius;
private Vector2 _velocity;
private Texture2D _texture;
public Ball(Vector2 position, float radius, Vector2 velocity, Texture2D texture)
{
_position = position;
_radius = radius;
_velocity = velocity;
_texture = texture;
}
public void Update(GameTime gameTime, int gameWidth, int gameHeight)
{
float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
_position = _position + _velocity * deltaTime;
if (_position.X <= 0.0f || _position.X + _radius * 2.0f >= gameWidth)
{
_velocity.X *= -1.0f;
}
if (_position.Y <= 0.0f || _position.Y + _radius * 2.0f >= gameHeight)
{
_velocity.Y *= -1.0f;
}
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(_texture, _position, Color.Green);
}
}
using var game = new MyBallGame.Game1();
game.Run();