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- #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 GameTest2
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- Texture2D marioTexture;
- 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);
- marioTexture = Content.Load<Texture2D>("retromario");
- //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)
- {
- KeyboardState KeyState = Keyboard.GetState ();
- // 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 ();
- }
- else if (KeyState.IsKeyDown (Keys.Escape))
- {
- Exit ();
- }
- // TODO: Add your update logic here
- position.X = 100;
- position.Y = 100;
- 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);
- //spriteBatch.Begin ();
- //spriteBatch.Draw (marioTexture, position, Color.White);
- //spriteBatch.End ();
- //TODO: Add your drawing code here
- base.Draw (gameTime);
- }
- }
- }
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