+#region Using Statements
+using System;
+
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using Microsoft.Xna.Framework.Storage;
+using Microsoft.Xna.Framework.Input;
+
+#endregion
+
+namespace SuperPolarityLinux
+{
+ /// <summary>
+ /// This is the main type for your game
+ /// </summary>
+ public class Game1 : Game
+ {
+ GraphicsDeviceManager graphics;
+ SpriteBatch spriteBatch;
+
+ public Game1 ()
+ {
+ graphics = new GraphicsDeviceManager (this);
+ Content.RootDirectory = "Content";
+ graphics.IsFullScreen = true;
+ }
+
+ /// <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
+ 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);
+
+ //TODO: use this.Content to load your game 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)
+ {
+ // For Mobile devices, this logic will close the Game when the Back button is pressed
+ if (GamePad.GetState (PlayerIndex.One).Buttons.Back == ButtonState.Pressed) {
+ Exit ();
+ }
+ // 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)
+ {
+ graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
+
+ //TODO: Add your drawing code here
+
+ base.Draw (gameTime);
+ }
+ }
+}
+