C# - Minimap Tut (part 1) - #xna
Submitted by edg3 on Tue, 06/15/2010 - 09:03
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; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace Minimap_Tut { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D MinimapTex; Color MinimapBGCol = new Color(150, 150, 150, 150); Rectangle MinimapBGRect = new Rectangle(10, 10, 110, 110); Rectangle NextMinimapItem = new Rectangle(0, 0, 3, 3); List<Vector2> Enemies = new List<Vector2>(); List<Vector2> Allies = new List<Vector2>(); 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); MinimapTex = new Texture2D(graphics.GraphicsDevice, 1, 1); Color[] texcol = new Color[1]; MinimapTex.GetData(texcol); texcol[0] = Color.White; MinimapTex.SetData(texcol); Random rand = new Random(); for (int i = 0; i < 5; i++) { Enemies.Add(new Vector2(rand.Next(1, 100), rand.Next(1, 100))); Allies.Add(new Vector2(rand.Next(1, 100), rand.Next(1, 100))); } // 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 } /// <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(); // TODO: Add your update logic here 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.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(MinimapTex, MinimapBGRect, MinimapBGCol); foreach (Vector2 tmp in Allies) { NextMinimapItem.X = (int)tmp.X + 9; NextMinimapItem.Y = (int)tmp.Y + 9; spriteBatch.Draw(MinimapTex, NextMinimapItem, Color.Blue); } foreach (Vector2 tmp in Enemies) { NextMinimapItem.X = (int)tmp.X + 9; NextMinimapItem.Y = (int)tmp.Y + 9; spriteBatch.Draw(MinimapTex, NextMinimapItem, Color.Red); } spriteBatch.End(); base.Draw(gameTime); } } }