JPHamlett
2011-09-19 23:37:24
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 MarioGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//spriteFont spriteFont = new SpriteFont();
Texture2D marioPic;
Vector2 spritePosition = new Vector2(100, 123);
KeyboardState oldKey = Keyboard.GetState();
private GameTime gameTime = new GameTime();
public Game1()
{
graphics = new GraphicsDeviceManager(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>
protected override void 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>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
marioPic = Content.Load<Texture2D>("Mario");
// 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
}
void updateJump(GameTime gametime)
{
float startPos = spritePosition.Y + 5;
float endPos = spritePosition.Y;
while (startPos - spritePosition.Y != 0){
spritePosition.Y -= 1;
base.Update(gametime);
}
while (endPos - spritePosition.Y != 0)
{
spritePosition.Y += 1;
base.Update(gametime);
}
}
/// <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)
this.Exit();
KeyboardState newKeys = Keyboard.GetState();
if (newKeys.IsKeyDown(Keys.Right))
{
spritePosition.X += 1;
}
if (newKeys.IsKeyDown(Keys.Left))
{
spritePosition.X -= 1;
}
if (newKeys.IsKeyDown(Keys.Up))
{
updateJump(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>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(marioPic, spritePosition, Color.White);
// spriteBatch.DrawString(spriteFont, "Mario!", new Vector2(10, 10), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Ok so here's the code, how do I go about making my mario character to jump?