+#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
+ }
+}