]> git.r.bdr.sh - rbdr/super-polarity/blame - SuperPolarityMac/Game1.cs
Works in win, compiles in mac
[rbdr/super-polarity] / SuperPolarityMac / Game1.cs
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1#region File Description
2//-----------------------------------------------------------------------------
3// SuperPolarityMacGame.cs
4//
5// Microsoft XNA Community Game Platform
6// Copyright (C) Microsoft Corporation. All rights reserved.
7//-----------------------------------------------------------------------------
8#endregion
9
10#region Using Statements
11using System;
12
13using Microsoft.Xna.Framework;
14using Microsoft.Xna.Framework.Audio;
15using Microsoft.Xna.Framework.Graphics;
16using Microsoft.Xna.Framework.Input;
17using Microsoft.Xna.Framework.Input.Touch;
18using Microsoft.Xna.Framework.Storage;
19using Microsoft.Xna.Framework.Content;
20using Microsoft.Xna.Framework.Media;
21
22#endregion
23
24namespace SuperPolarityMac
25{
26 /// <summary>
27 /// Default Project Template
28 /// </summary>
29 public class Game1 : Game
30 {
31
32 #region Fields
33 GraphicsDeviceManager graphics;
34 SpriteBatch spriteBatch;
35 Texture2D logoTexture;
36 #endregion
37
38 #region Initialization
39
40 public Game1()
41 {
42
43 graphics = new GraphicsDeviceManager(this);
44
45 Content.RootDirectory = "Content";
46
47 graphics.IsFullScreen = false;
48 }
49
50 /// <summary>
51 /// Overridden from the base Game.Initialize. Once the GraphicsDevice is setup,
52 /// we'll use the viewport to initialize some values.
53 /// </summary>
54 protected override void Initialize()
55 {
56 base.Initialize();
57 }
58
59
60 /// <summary>
61 /// Load your graphics content.
62 /// </summary>
63 protected override void LoadContent()
64 {
65 // Create a new SpriteBatch, which can be use to draw textures.
66 spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
67
68 // TODO: use this.Content to load your game content here eg.
69 logoTexture = Content.Load<Texture2D>("logo");
70 }
71
72 #endregion
73
74 #region Update and Draw
75
76 /// <summary>
77 /// Allows the game to run logic such as updating the world,
78 /// checking for collisions, gathering input, and playing audio.
79 /// </summary>
80 /// <param name="gameTime">Provides a snapshot of timing values.</param>
81 protected override void Update(GameTime gameTime)
82 {
83 // TODO: Add your update logic here
84
85 base.Update(gameTime);
86 }
87
88 /// <summary>
89 /// This is called when the game should draw itself.
90 /// </summary>
91 /// <param name="gameTime">Provides a snapshot of timing values.</param>
92 protected override void Draw(GameTime gameTime)
93 {
94 // Clear the backbuffer
95 graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
96
97 spriteBatch.Begin();
98
99 // draw the logo
100 spriteBatch.Draw(logoTexture, new Vector2 (130, 200), Color.White);
101
102 spriteBatch.End();
103
104 //TODO: Add your drawing code here
105 base.Draw(gameTime);
106 }
107
108 #endregion
109 }
110}