PICHU.
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 Square_Catcher
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D square;
Rectangle source;
float Time_Difficulty = 0.85f;
float Time_Left = 0.0f;
Color[] color = new Color[3] { Color.Red, Color.White, Color.Blue };
Random random = new Random();
int Playerscore = 0;
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
this.Window.Title = "Square Catcher - Score: " + Playerscore;
this.IsMouseVisible = true;
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);
square = Content.Load<Texture2D>(@"SQUARE");
// 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();
if (Time_Left == 0.0f)
{
source = new Rectangle(random.Next(0, this.Window.ClientBounds.Width - 25), random.Next(0, this.Window.ClientBounds.Height - 25), 25, 25);
Time_Left = Time_Difficulty;
}
MouseState mouse = Mouse.GetState();
if (mouse.LeftButton == ButtonState.Pressed && source.Contains(mouse.X, mouse.Y))
{
Playerscore++;
Time_Left = 0.0f;
if (Time_Difficulty > 0.5f)
{
Time_Difficulty -= 0.01f;
}
}
Time_Left = MathHelper.Max(0, Time_Left - (float)gameTime.ElapsedGameTime.TotalSeconds);
this.Window.Title = "Square Catcher - Score: " + Playerscore.ToString();
// 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.Black);
spriteBatch.Begin();
spriteBatch.Draw(square, source, color[Playerscore % 3]);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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