#region File Description //----------------------------------------------------------------------------- // SuperPolarityMacGame.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input.Touch; using Microsoft.Xna.Framework.Storage; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Media; #endregion namespace SuperPolarityMac { /// /// Default Project Template /// public class Game1 : Game { #region Fields GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D logoTexture; #endregion #region Initialization public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.IsFullScreen = false; } /// /// Overridden from the base Game.Initialize. Once the GraphicsDevice is setup, /// we'll use the viewport to initialize some values. /// protected override void Initialize() { base.Initialize(); } /// /// Load your graphics content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be use to draw textures. spriteBatch = new SpriteBatch(graphics.GraphicsDevice); // TODO: use this.Content to load your game content here eg. logoTexture = Content.Load("logo"); } #endregion #region Update and Draw /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { // TODO: Add your update logic here base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { // Clear the backbuffer graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // draw the logo spriteBatch.Draw(logoTexture, new Vector2 (130, 200), Color.White); spriteBatch.End(); //TODO: Add your drawing code here base.Draw(gameTime); } #endregion } }