]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - SuperPolarityMac/Game1.cs
Works in win, compiles in mac
[rbdr/super-polarity] / SuperPolarityMac / Game1.cs
diff --git a/SuperPolarityMac/Game1.cs b/SuperPolarityMac/Game1.cs
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+#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
+{
+       /// <summary>
+       /// Default Project Template
+       /// </summary>
+       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;
+               }
+
+               /// <summary>
+               /// Overridden from the base Game.Initialize. Once the GraphicsDevice is setup,
+               /// we'll use the viewport to initialize some values.
+               /// </summary>
+               protected override void Initialize()
+               {
+                       base.Initialize();
+               }
+
+
+               /// <summary>
+               /// Load your graphics content.
+               /// </summary>
+               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<Texture2D>("logo");
+               }
+
+       #endregion
+
+       #region Update and Draw
+
+               /// <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)
+               {
+                       // 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)
+               {
+                       // 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
+       }
+}