game1.cs
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 WindowsGame1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
List<Ball> balls = new List<Ball>();
Texture2D ballTexture;
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
Ball.SetBounds(800, 600);
for (int i = 0; i < 3; i++)
{
balls.Add(Ball.CreateBall());
}
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
ballTexture = Content.Load<Texture2D>("Sprites\\yellowBall");
}
/// <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">

rovides 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
foreach (Ball ball in balls)
ball.Update();
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">

rovides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
foreach (Ball b in balls)
spriteBatch.Draw(ballTexture, new Vector2(b.XPosition, b.YPosition),
Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Ball.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace WindowsGame1
{
class Ball
{
public float XVelocity { get; private set; }
public float YVelocity { get; private set; }
public float XPosition { get; private set; }
public float YPosition { get; private set; }
private static int Width;
private static int Height;
static Random rand = new Random();
private Ball(float xvel, float yvel, float xpos, float ypos)
{
XVelocity = xvel;
YVelocity = yvel;
XPosition = xpos;
YPosition = ypos;
}
public static void SetBounds(int w, int h)
{
Width = w;
Height = h;
}
public static Ball CreateBall()
{
return new Ball(
(float)(20*rand.NextDouble()),
(float)(20*rand.NextDouble()),
Width/2,
Height/2
);
}
public void Update()
{
XPosition += XVelocity;
YPosition += YVelocity;
if (XPosition < 0 || XPosition > Width)
{
XVelocity *= -1;
}
if (YPosition < 0 || YPosition > Height)
{
YVelocity *= -1;
}
}
}
}