mirror of
https://github.com/borgesdan/xn65
synced 2024-12-29 21:54:47 +01:00
95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
// xna.cpp : Defines the entry point for the application.
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//
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#include "xna.h"
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using namespace std;
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using namespace xna;
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//int main()
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//{
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// cout << "Hello CMake." << endl;
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// return 0;
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//}
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class Game1 : public Game {
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public:
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Game1() {
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auto _game = reinterpret_cast<Game*>(this);
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graphics = New<GraphicsDeviceManager>(_game);
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}
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void Initialize() override {
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graphics->Initialize();
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Game::Initialize();
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}
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void LoadContent() override {
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spriteBatch = New<SpriteBatch>(*_graphicsDevice);
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XnaErrorCode err;
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texture = Texture2D::FromStream(*_graphicsDevice, "D:\\sprite.jpg", &err);
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Game::LoadContent();
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}
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void Update(GameTime const& gameTime) override {
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const auto state = Keyboard::GetState();
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if (state.IsKeyDown(Keys::Right)) {
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position.X += 1 * gameTime.ElapsedGameTime.TotalMilliseconds();
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}
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if (state.IsKeyDown(Keys::Left)) {
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position.X -= 1 * gameTime.ElapsedGameTime.TotalMilliseconds();
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}
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if (state.IsKeyDown(Keys::Up)) {
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position.Y -= 1 * gameTime.ElapsedGameTime.TotalMilliseconds();
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}
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if (state.IsKeyDown(Keys::Down)) {
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position.Y += 1 * gameTime.ElapsedGameTime.TotalMilliseconds();
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}
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oldState = currentState;
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currentState = Mouse::GetState();
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if (currentState.LeftButton == ButtonState::Pressed && oldState.LeftButton == ButtonState::Released) {
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points.push_back(Vector2(currentState.X, currentState.Y));
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}
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Game::Update(gameTime);
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}
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void Draw(GameTime const& gameTime) override {
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_graphicsDevice->Clear(Colors::CornflowerBlue);
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spriteBatch->Begin();
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// spriteBatch->Draw(*texture, position, nullptr, Colors::White, 0, { 0,0 }, 0.5F, SpriteEffects::None, 0);
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for (size_t i = 0; i < points.size(); ++i) {
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spriteBatch->Draw(*texture, points[i], nullptr, Colors::White, 0, {0,0}, 0.5F, SpriteEffects::None, 0);
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}
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spriteBatch->End();
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Game::Draw(gameTime);
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}
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private:
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PGraphicsDeviceManager graphics = nullptr;
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PSpriteBatch spriteBatch = nullptr;
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PTexture2D texture = nullptr;
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Vector2 position{};
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std::vector<Vector2> points;
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MouseState currentState{};
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MouseState oldState{};
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float vel = 1;
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};
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int APIENTRY WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nCmdShow) {
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auto game = Game1();
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const auto result = game.Run();
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return result;
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}
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