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
- }
-}