Started refactoring
This commit is contained in:
commit
c0acfb2266
29 changed files with 668 additions and 0 deletions
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.vs/Pacman_refactored/DesignTimeBuild/.dtbcache.v2
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.vs/Pacman_refactored/DesignTimeBuild/.dtbcache.v2
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.vs/Pacman_refactored/FileContentIndex/read.lock
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.vs/Pacman_refactored/FileContentIndex/read.lock
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.vs/Pacman_refactored/v16/.suo
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.vs/Pacman_refactored/v16/.suo
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.vs/Pacman_refactored/v17/.suo
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.vs/Pacman_refactored/v17/.suo
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.vs/ProjectEvaluation/pacman_refactored.metadata.v3
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.vs/ProjectEvaluation/pacman_refactored.metadata.v3
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.vs/ProjectEvaluation/pacman_refactored.projects.v3
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.vs/ProjectEvaluation/pacman_refactored.projects.v3
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Pacman_refactored.sln
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Pacman_refactored.sln
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@ -0,0 +1,25 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 16
|
||||
VisualStudioVersion = 16.0.32413.511
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Pacman_refactored", "Pacman_refactored\Pacman_refactored.csproj", "{8C511935-ED5F-4850-8EF4-32058A50A89E}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{8C511935-ED5F-4850-8EF4-32058A50A89E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{8C511935-ED5F-4850-8EF4-32058A50A89E}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{8C511935-ED5F-4850-8EF4-32058A50A89E}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{8C511935-ED5F-4850-8EF4-32058A50A89E}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {304ACC20-0C3E-47DF-944D-1ACAC4A8B857}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
65
Pacman_refactored/.gitignore
vendored
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65
Pacman_refactored/.gitignore
vendored
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|
@ -0,0 +1,65 @@
|
|||
#OS junk files
|
||||
[Tt]humbs.db
|
||||
*.DS_Store
|
||||
|
||||
#Visual Studio files
|
||||
*.pidb
|
||||
*.userprefs
|
||||
*.[Oo]bj
|
||||
*.exe
|
||||
*.pdb
|
||||
*.user
|
||||
*.aps
|
||||
*.pch
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
*_i.c
|
||||
*_p.c
|
||||
*.ncb
|
||||
*.suo
|
||||
*.tlb
|
||||
*.tlh
|
||||
*.bak
|
||||
*.[Cc]ache
|
||||
*.ilk
|
||||
*.log
|
||||
*.lib
|
||||
*.sbr
|
||||
*.sdf
|
||||
*.lock
|
||||
*.ide
|
||||
*.ide-shm
|
||||
*.ide-wal
|
||||
ipch/
|
||||
obj/
|
||||
[Bb]in
|
||||
[Dd]ebug*/
|
||||
[Rr]elease*/
|
||||
Ankh.NoLoad
|
||||
|
||||
#Tooling
|
||||
_ReSharper*/
|
||||
*.resharper
|
||||
[Tt]est[Rr]esult*
|
||||
|
||||
#Project files
|
||||
[Bb]uild/
|
||||
|
||||
#Subversion files
|
||||
.svn
|
||||
|
||||
# Office Temp Files
|
||||
~$*
|
||||
|
||||
#monodroid private beta
|
||||
monodroid*.msi
|
||||
/CompiledContent/Android/IgnoreMe.dll
|
||||
/CompiledContent/OSX/IgnoreMe.dll
|
||||
/CompiledContent/Windows8/IgnoreMe.dll
|
||||
/CompiledContent/Windows/IgnoreMe.dll
|
||||
*.cachefile
|
||||
*.dll
|
||||
*.VC.db
|
||||
*.VC.opendb
|
||||
|
||||
artifacts/
|
50
Pacman_refactored/Classes/Entity.cs
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50
Pacman_refactored/Classes/Entity.cs
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@ -0,0 +1,50 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
using Pacman_refactored.Classes.Interfaces;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Pacman_refactored.Classes
|
||||
{
|
||||
public abstract class Entity : IMovable, IRotatable, IAnimate
|
||||
{
|
||||
public abstract Texture2D Texture { get; set; }
|
||||
|
||||
public abstract Vector2 Position { get; set; }
|
||||
public abstract Direction Direction { get; set; }
|
||||
public abstract float Rotation { get; set; }
|
||||
|
||||
public abstract int[] StartPosition { get; set; }
|
||||
|
||||
public abstract float Speed { get; set; }
|
||||
public abstract bool IsAlive { get; set; }
|
||||
|
||||
public abstract int CellSize { get; set; }
|
||||
public abstract Rectangle SourceRect { get; set; }
|
||||
public abstract Rectangle Boundingbox { get; set; }
|
||||
|
||||
public abstract int TextureNumber { get; set; }
|
||||
public abstract int TextureCount { get; set; }
|
||||
|
||||
public virtual void Update(GameTime gameTime)
|
||||
{
|
||||
Boundingbox = new Rectangle((int)Position.X, (int)Position.Y, (int)CellSize, (int)CellSize);
|
||||
IMovable.DirectionMove(Direction, Position, Speed, Game1.Map);
|
||||
}
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
Rotation = IRotatable.Rotate(Direction, Rotation);
|
||||
if (Direction != Direction.None)
|
||||
{
|
||||
IAnimate.Animate(spriteBatch, Texture, TextureNumber, TextureCount, CellSize, Position, Rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
SourceRect = new Rectangle(new Point(0, 0), new Point(CellSize));
|
||||
spriteBatch.Draw(Texture, Position, SourceRect, Color.White, Rotation, new Vector2(CellSize / 2), 1, SpriteEffects.None, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
33
Pacman_refactored/Classes/Enums.cs
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33
Pacman_refactored/Classes/Enums.cs
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|
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|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace Pacman_refactored.Classes
|
||||
{
|
||||
public enum Direction
|
||||
{
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right,
|
||||
None
|
||||
}
|
||||
|
||||
public enum GameState
|
||||
{
|
||||
Game,
|
||||
Menu,
|
||||
GameOver,
|
||||
NextLevel,
|
||||
HowToPlay,
|
||||
Exit
|
||||
}
|
||||
|
||||
public enum GhostType
|
||||
{
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde
|
||||
}
|
||||
}
|
45
Pacman_refactored/Classes/Ghost.cs
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45
Pacman_refactored/Classes/Ghost.cs
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|
@ -0,0 +1,45 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Pacman_refactored.Classes.Interfaces;
|
||||
|
||||
namespace Pacman_refactored.Classes
|
||||
{
|
||||
public class Ghost : Entity, IAnimate, IMovable
|
||||
{
|
||||
public override Texture2D Texture { get; set; }
|
||||
|
||||
public override Vector2 Position { get; set; }
|
||||
public override Direction Direction { get; set; }
|
||||
|
||||
public override int[] StartPosition { get; set; }
|
||||
|
||||
public override float Speed { get; set; }
|
||||
public override bool IsAlive { get; set; }
|
||||
|
||||
public override int CellSize { get; set; }
|
||||
|
||||
public override Rectangle SourceRect { get; set; }
|
||||
public override Rectangle Boundingbox { get; set; }
|
||||
|
||||
public override int TextureNumber { get; set; }
|
||||
public override int TextureCount { get; set; }
|
||||
|
||||
public GhostType GhostType { get; set; }
|
||||
|
||||
public Ghost(Texture2D texture, int[] startPosition, float speed, int cellSize, GhostType ghostType)
|
||||
{
|
||||
Texture = texture;
|
||||
TextureNumber = 0;
|
||||
TextureCount = Texture.Width / CellSize;
|
||||
CellSize = cellSize;
|
||||
StartPosition = startPosition;
|
||||
Position = new Vector2(startPosition[0] * CellSize, startPosition[1] * CellSize);
|
||||
Direction = Direction.None;
|
||||
Speed = speed;
|
||||
GhostType = ghostType;
|
||||
}
|
||||
}
|
||||
}
|
30
Pacman_refactored/Classes/Interfaces/IAnimate.cs
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30
Pacman_refactored/Classes/Interfaces/IAnimate.cs
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|
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|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
namespace Pacman_refactored.Classes.Interfaces
|
||||
{
|
||||
public interface IAnimate
|
||||
{
|
||||
const int FramesCooldown = 10;
|
||||
|
||||
static void Animate(SpriteBatch spriteBatch, Texture2D texture,
|
||||
int textureNumber, int textureCount,
|
||||
int cellSize, Vector2 position,
|
||||
float rotation)
|
||||
{
|
||||
if (textureNumber == textureCount)
|
||||
{
|
||||
textureNumber = 0;
|
||||
}
|
||||
rotation = rotation * (float)Math.PI / 180;
|
||||
|
||||
Rectangle sourceRect = new Rectangle(new Point(0, cellSize * textureNumber), new Point(cellSize));
|
||||
spriteBatch.Draw(texture, position, sourceRect, Color.White, rotation, new Vector2(cellSize / 2), 1, SpriteEffects.None, 0);
|
||||
|
||||
textureNumber++;
|
||||
}
|
||||
}
|
||||
}
|
10
Pacman_refactored/Classes/Interfaces/IBoostable.cs
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10
Pacman_refactored/Classes/Interfaces/IBoostable.cs
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|
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|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace Pacman_refactored.Classes.Interfaces
|
||||
{
|
||||
public interface IBoostable
|
||||
{
|
||||
}
|
||||
}
|
64
Pacman_refactored/Classes/Interfaces/IControl.cs
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64
Pacman_refactored/Classes/Interfaces/IControl.cs
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|
@ -0,0 +1,64 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
|
||||
namespace Pacman_refactored.Classes.Interfaces
|
||||
{
|
||||
public interface IControl
|
||||
{
|
||||
/// <summary>
|
||||
/// Get direction from input device data.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
static Direction GetDirection()
|
||||
{
|
||||
GamePadState gamepadState = GamePad.GetState(0);
|
||||
KeyboardState keyboardState = Keyboard.GetState();
|
||||
|
||||
bool stickUp = false;
|
||||
bool stickDown = false;
|
||||
bool stickLeft = false;
|
||||
bool stickRight = false;
|
||||
|
||||
if (Math.Abs(gamepadState.ThumbSticks.Left.Y) > Math.Abs(gamepadState.ThumbSticks.Left.X) &&
|
||||
Math.Abs(gamepadState.ThumbSticks.Left.Y) > 0.25f)
|
||||
{
|
||||
if (gamepadState.ThumbSticks.Left.Y > 0) stickUp = true;
|
||||
else stickDown = true;
|
||||
}
|
||||
else if (Math.Abs(gamepadState.ThumbSticks.Left.X) > Math.Abs(gamepadState.ThumbSticks.Left.Y) &&
|
||||
Math.Abs(gamepadState.ThumbSticks.Left.X) > 0.25f)
|
||||
{
|
||||
if (gamepadState.ThumbSticks.Left.X > 0) stickRight = true;
|
||||
else stickLeft = true;
|
||||
}
|
||||
|
||||
if (keyboardState.IsKeyDown(Keys.W) ||
|
||||
gamepadState.DPad.Up == ButtonState.Pressed ||
|
||||
stickUp)
|
||||
{
|
||||
return Direction.Up;
|
||||
}
|
||||
else if (keyboardState.IsKeyDown(Keys.S) ||
|
||||
gamepadState.DPad.Down == ButtonState.Pressed ||
|
||||
stickDown)
|
||||
{
|
||||
return Direction.Down;
|
||||
}
|
||||
else if (keyboardState.IsKeyDown(Keys.A) ||
|
||||
gamepadState.DPad.Left == ButtonState.Pressed ||
|
||||
stickLeft)
|
||||
{
|
||||
return Direction.Left;
|
||||
}
|
||||
else if (keyboardState.IsKeyDown(Keys.D) ||
|
||||
gamepadState.DPad.Right == ButtonState.Pressed ||
|
||||
stickRight)
|
||||
{
|
||||
return Direction.Right;
|
||||
}
|
||||
return Direction.None;
|
||||
}
|
||||
}
|
||||
}
|
97
Pacman_refactored/Classes/Interfaces/IMovable.cs
Normal file
97
Pacman_refactored/Classes/Interfaces/IMovable.cs
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|
@ -0,0 +1,97 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Pacman_refactored.Classes.Interfaces
|
||||
{
|
||||
public interface IMovable
|
||||
{
|
||||
/// <summary>
|
||||
/// Move an entity in a given direction.
|
||||
/// </summary>
|
||||
/// <param name="direction"></param>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="speed"></param>
|
||||
/// <param name="map"></param>
|
||||
static void DirectionMove(Direction direction, Vector2 position, float speed,
|
||||
Map map)
|
||||
{
|
||||
// Move entity
|
||||
if (direction == Direction.Up && map.Matrix[(int)(position.Y / map.CellSize - 0.5), (int)position.X / map.CellSize] == 0)
|
||||
{
|
||||
position.Y -= speed;
|
||||
}
|
||||
else if (direction == Direction.Right && map.Matrix[(int)position.Y / map.CellSize, (int)(position.X / map.CellSize + 0.5)] == 0)
|
||||
{
|
||||
position.X += speed;
|
||||
}
|
||||
else if (direction == Direction.Down && map.Matrix[(int)(position.Y / map.CellSize + 0.5), (int)position.X / map.CellSize] == 0)
|
||||
{
|
||||
position.Y += speed;
|
||||
}
|
||||
else if (direction == Direction.Left && map.Matrix[(int)position.Y / map.CellSize, (int)(position.X / map.CellSize - 0.5)] == 0)
|
||||
{
|
||||
position.X -= speed;
|
||||
}
|
||||
|
||||
|
||||
// Teleporters handling
|
||||
foreach (var linkedTeleports in map.Teleports)
|
||||
{
|
||||
for (int i = 0; i < linkedTeleports.Count; i++)
|
||||
{
|
||||
if (linkedTeleports[i][0] == (int)position.Y / 24 &&
|
||||
linkedTeleports[i][1] == (int)position.X / 24)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
position = new Vector2(linkedTeleports[1][0] * map.CellSize, linkedTeleports[1][1] * map.CellSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
position = new Vector2(linkedTeleports[0][0] * map.CellSize, linkedTeleports[0][1] * map.CellSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check wall collision
|
||||
CheckWallCollision(direction, position, map);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if entity collides with wall.
|
||||
/// </summary>
|
||||
/// <param name="direction"></param>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="map"></param>
|
||||
/// <returns name="direction"></returns>
|
||||
static Direction CheckWallCollision(Direction direction, Vector2 position, Map map)
|
||||
{
|
||||
// Check if entity hits into wall
|
||||
if (direction == Direction.Up && map.Matrix[(int)(position.Y / map.CellSize - 0.5), (int)position.X / map.CellSize] != 0)
|
||||
{
|
||||
position.Y = (int)(position.Y / map.CellSize) * map.CellSize + map.CellSize / 2;
|
||||
direction = Direction.None;
|
||||
}
|
||||
else if (direction == Direction.Right && map.Matrix[(int)position.Y / map.CellSize, (int)(position.X / map.CellSize + 0.5)] != 0)
|
||||
{
|
||||
position.X = (int)(position.X / map.CellSize) * map.CellSize + map.CellSize / 2;
|
||||
direction = Direction.None;
|
||||
}
|
||||
else if (direction == Direction.Down && map.Matrix[(int)(position.Y / map.CellSize + 0.5), (int)position.X / map.CellSize] != 0)
|
||||
{
|
||||
position.Y = (int)(position.Y / map.CellSize) * map.CellSize + map.CellSize / 2;
|
||||
direction = Direction.None;
|
||||
}
|
||||
else if (direction == Direction.Left && map.Matrix[(int)position.Y / map.CellSize, (int)(position.X / map.CellSize - 0.5)] != 0)
|
||||
{
|
||||
position.X = (int)(position.X / map.CellSize) * map.CellSize + map.CellSize / 2;
|
||||
direction = Direction.None;
|
||||
}
|
||||
|
||||
return direction;
|
||||
}
|
||||
}
|
||||
}
|
33
Pacman_refactored/Classes/Interfaces/IRotatable.cs
Normal file
33
Pacman_refactored/Classes/Interfaces/IRotatable.cs
Normal file
|
@ -0,0 +1,33 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace Pacman_refactored.Classes.Interfaces
|
||||
{
|
||||
public interface IRotatable
|
||||
{
|
||||
static float Rotate(Direction direction, float currentAngle)
|
||||
{
|
||||
float angle = 0;
|
||||
switch (direction)
|
||||
{
|
||||
case Direction.Up:
|
||||
angle = 90;
|
||||
break;
|
||||
case Direction.Down:
|
||||
angle = 270;
|
||||
break;
|
||||
case Direction.Left:
|
||||
angle = 180;
|
||||
break;
|
||||
case Direction.Right:
|
||||
angle = 0;
|
||||
break;
|
||||
default:
|
||||
angle = currentAngle;
|
||||
break;
|
||||
}
|
||||
return angle;
|
||||
}
|
||||
}
|
||||
}
|
17
Pacman_refactored/Classes/Map.cs
Normal file
17
Pacman_refactored/Classes/Map.cs
Normal file
|
@ -0,0 +1,17 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Pacman_refactored.Classes
|
||||
{
|
||||
public class Map
|
||||
{
|
||||
private Texture2D _texture;
|
||||
|
||||
public int[,] Matrix;
|
||||
public List<List<int[]>> Teleports;
|
||||
|
||||
public int CellSize = 24;
|
||||
}
|
||||
}
|
42
Pacman_refactored/Classes/Pacman.cs
Normal file
42
Pacman_refactored/Classes/Pacman.cs
Normal file
|
@ -0,0 +1,42 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Pacman_refactored.Classes.Interfaces;
|
||||
|
||||
namespace Pacman_refactored.Classes
|
||||
{
|
||||
public class Pacman : Entity, IMovable, IRotatable, IAnimate, IControl
|
||||
{
|
||||
public override Texture2D Texture { get; set; }
|
||||
|
||||
public override Vector2 Position { get; set; }
|
||||
public override Direction Direction { get; set; }
|
||||
public override float Rotation { get; set; }
|
||||
|
||||
public override int[] StartPosition { get; set; }
|
||||
|
||||
public override float Speed { get; set; }
|
||||
public override bool IsAlive { get; set; }
|
||||
|
||||
|
||||
public override int CellSize { get; set; }
|
||||
public override Rectangle SourceRect { get; set; }
|
||||
public override Rectangle Boundingbox { get; set; }
|
||||
|
||||
public override int TextureNumber { get; set; }
|
||||
public override int TextureCount { get; set; }
|
||||
|
||||
public Pacman(Texture2D texture, int[] startPosition, float speed, int cellSize)
|
||||
{
|
||||
Texture = texture;
|
||||
StartPosition = startPosition;
|
||||
Position = new Vector2(startPosition[0] * cellSize, startPosition[1] * cellSize);
|
||||
Speed = speed;
|
||||
CellSize = cellSize;
|
||||
IsAlive = true;
|
||||
TextureNumber = 0;
|
||||
TextureCount = Texture.Width / cellSize;
|
||||
Direction = Direction.Up;
|
||||
}
|
||||
}
|
||||
}
|
15
Pacman_refactored/Content/Content.mgcb
Normal file
15
Pacman_refactored/Content/Content.mgcb
Normal file
|
@ -0,0 +1,15 @@
|
|||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:DesktopGL
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
52
Pacman_refactored/Game1.cs
Normal file
52
Pacman_refactored/Game1.cs
Normal file
|
@ -0,0 +1,52 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Pacman_refactored
|
||||
{
|
||||
public class Game1 : Game
|
||||
{
|
||||
private GraphicsDeviceManager _graphics;
|
||||
private SpriteBatch _spriteBatch;
|
||||
|
||||
public Game1()
|
||||
{
|
||||
_graphics = new GraphicsDeviceManager(this);
|
||||
Content.RootDirectory = "Content";
|
||||
IsMouseVisible = true;
|
||||
}
|
||||
|
||||
protected override void Initialize()
|
||||
{
|
||||
// TODO: Add your initialization logic here
|
||||
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
protected override void LoadContent()
|
||||
{
|
||||
_spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
|
||||
// TODO: use this.Content to load your game content here
|
||||
}
|
||||
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
|
||||
// TODO: Add your update logic here
|
||||
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
||||
protected override void Draw(GameTime gameTime)
|
||||
{
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
// TODO: Add your drawing code here
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
BIN
Pacman_refactored/Icon.bmp
Normal file
BIN
Pacman_refactored/Icon.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 256 KiB |
BIN
Pacman_refactored/Icon.ico
Normal file
BIN
Pacman_refactored/Icon.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 144 KiB |
33
Pacman_refactored/Pacman_refactored.csproj
Normal file
33
Pacman_refactored/Pacman_refactored.csproj
Normal file
|
@ -0,0 +1,33 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>netcoreapp3.1</TargetFramework>
|
||||
<PublishReadyToRun>false</PublishReadyToRun>
|
||||
<TieredCompilation>false</TieredCompilation>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationManifest>app.manifest</ApplicationManifest>
|
||||
<ApplicationIcon>Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<None Remove="Icon.ico" />
|
||||
<None Remove="Icon.bmp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Icon.ico" />
|
||||
<EmbeddedResource Include="Icon.bmp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<TrimmerRootAssembly Include="Microsoft.Xna.Framework.Content.ContentTypeReader" Visible="false" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
|
||||
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.0.1641" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="Classes\UI\" />
|
||||
</ItemGroup>
|
||||
</Project>
|
14
Pacman_refactored/Program.cs
Normal file
14
Pacman_refactored/Program.cs
Normal file
|
@ -0,0 +1,14 @@
|
|||
using System;
|
||||
|
||||
namespace Pacman_refactored
|
||||
{
|
||||
public static class Program
|
||||
{
|
||||
[STAThread]
|
||||
static void Main()
|
||||
{
|
||||
using (var game = new Game1())
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
43
Pacman_refactored/app.manifest
Normal file
43
Pacman_refactored/app.manifest
Normal file
|
@ -0,0 +1,43 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
|
||||
<assemblyIdentity version="1.0.0.0" name="Pacman_refactored"/>
|
||||
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
|
||||
<security>
|
||||
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
|
||||
</requestedPrivileges>
|
||||
</security>
|
||||
</trustInfo>
|
||||
|
||||
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
|
||||
<application>
|
||||
<!-- A list of the Windows versions that this application has been tested on and is
|
||||
is designed to work with. Uncomment the appropriate elements and Windows will
|
||||
automatically selected the most compatible environment. -->
|
||||
|
||||
<!-- Windows Vista -->
|
||||
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
|
||||
|
||||
<!-- Windows 7 -->
|
||||
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
|
||||
|
||||
<!-- Windows 8 -->
|
||||
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
|
||||
|
||||
<!-- Windows 8.1 -->
|
||||
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
|
||||
|
||||
<!-- Windows 10 -->
|
||||
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
|
||||
|
||||
</application>
|
||||
</compatibility>
|
||||
|
||||
<application xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||
<windowsSettings>
|
||||
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
|
||||
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness>
|
||||
</windowsSettings>
|
||||
</application>
|
||||
|
||||
</assembly>
|
Loading…
Add table
Reference in a new issue