Player class:
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 RPG
{
class Player
{
int X;
int Y;
Texture2D image;
KeyboardState newstate;
KeyboardState oldstate;
Map map;
public Player(int xPos, int yPos, ContentManager content, Map currentmap)
{
map = currentmap;
X = xPos;
Y = yPos;
image = content.Load<Texture2D>("player");
}
public void Move()
{
newstate = Keyboard.GetState();
if (newstate.IsKeyDown(Keys.Down) && oldstate.IsKeyUp(Keys.Down))
{
if (map.grid[X, Y + 1] != 2)
{
Y += 1;
}
}
if (newstate.IsKeyDown(Keys.Up) && oldstate.IsKeyUp(Keys.Up))
{
Y -= 1;
}
if (newstate.IsKeyDown(Keys.Left) && oldstate.IsKeyUp(Keys.Left))
{
X -= 1;
}
if (newstate.IsKeyDown(Keys.Right) && oldstate.IsKeyUp(Keys.Right))
{
X += 1;
}
oldstate = newstate;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(image, new Vector2(X * 32, Y * 32), Color.White);
}
}
}
Map Class:
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 RPG
{
class Map
{
public int[,] grid = new int[,] {
{ 1, 1, 1, 1, 1, 1, 2, 0, 0, 0,0,0,0},
{ 2, 2, 2, 2, 2, 2, 2, 0, 0, 0,0,0,0},
{ 1, 1, 1, 1, 1, 1, 2, 0, 0, 0,0,0,0},
{ 1, 1, 1, 1, 1, 1, 2, 0, 0, 0,0,0,0},
{ 1, 1, 1, 1, 1, 1, 2, 0, 0, 0,0,0,0},
{ 1, 1, 1, 1, 1, 1, 2, 2, 2, 2,2,2,2},
{ 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,1,1,1},
{ 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,1,1,1},
{ 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,1,1,1},
{ 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,1,1,1},
{ 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,1,1,1}, };
static int TileWidth = 64;
static int TileHeight = 64;
int mapWidth;
int mapHeight;
public List<Texture2D> tileList = new List<Texture2D>();
public void Draw(SpriteBatch spriteBatch)
{
mapWidth = grid.GetLength(1);
mapHeight = grid.GetLength(0);
for (int x = 0; x < mapWidth; x++)
{
for (int y = 0; y < mapHeight; y++)
{
spriteBatch.Draw(tileList[grid[y, x]],
new Rectangle(x * TileWidth,
y * TileHeight,
TileWidth,
TileHeight),
Color.White);
}
}
}
public Map(ContentManager content)
{
tileList.Add(content.Load<Texture2D>("dirt"));
tileList.Add(content.Load<Texture2D>("grass"));
tileList.Add(content.Load<Texture2D>("water"));
}
}
}
Game Class:
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 RPG
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Map map;
Player player;
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
map = new Map(this.Content);
player = new Player(0, 0, this.Content, map);
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);
// 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();
player.Move();
// 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);
spriteBatch.Begin();
map.Draw(spriteBatch);
player.Draw(spriteBatch);
// TODO: Add your drawing code here
spriteBatch.End();
base.Draw(gameTime);
}
}
}