#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
}
}