X-Git-Url: https://git.r.bdr.sh/rbdr/super-polarity/blobdiff_plain/0cafec445af0a97d96feb1a1daefa1486142c73f..4fc09567c557a1110180940cca40fd7144921026:/SuperPolarityMac/Game1.cs diff --git a/SuperPolarityMac/Game1.cs b/SuperPolarityMac/Game1.cs deleted file mode 100644 index c0756a1..0000000 --- a/SuperPolarityMac/Game1.cs +++ /dev/null @@ -1,110 +0,0 @@ -#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 - } -}