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Sep 18th, 2019
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  1. using Microsoft.Xna.Framework;
  2. using Microsoft.Xna.Framework.Graphics;
  3. using Microsoft.Xna.Framework.Input;
  4.  
  5. namespace GroรŸer_Auto_Diebstahl
  6. {
  7. /// <summary>
  8. /// This is the main type for your game.
  9. /// </summary>
  10. public class Game1 : Game
  11. {
  12. GraphicsDeviceManager graphics;
  13. SpriteBatch spriteBatch;
  14.  
  15. public Game1()
  16. {
  17. graphics = new GraphicsDeviceManager(this);
  18. Content.RootDirectory = "Content";
  19. }
  20.  
  21. /// <summary>
  22. /// Allows the game to perform any initialization it needs to before starting to run.
  23. /// This is where it can query for any required services and load any non-graphic
  24. /// related content. Calling base.Initialize will enumerate through any components
  25. /// and initialize them as well.
  26. /// </summary>
  27. protected override void Initialize()
  28. {
  29. // TODO: Add your initialization logic here
  30.  
  31. base.Initialize();
  32. }
  33.  
  34. /// <summary>
  35. /// LoadContent will be called once per game and is the place to load
  36. /// all of your content.
  37. /// </summary>
  38. protected override void LoadContent()
  39. {
  40. // Create a new SpriteBatch, which can be used to draw textures.
  41. spriteBatch = new SpriteBatch(GraphicsDevice);
  42.  
  43. // TODO: use this.Content to load your game content here
  44. }
  45.  
  46. /// <summary>
  47. /// UnloadContent will be called once per game and is the place to unload
  48. /// game-specific content.
  49. /// </summary>
  50. protected override void UnloadContent()
  51. {
  52. // TODO: Unload any non ContentManager content here
  53. }
  54.  
  55. /// <summary>
  56. /// Allows the game to run logic such as updating the world,
  57. /// checking for collisions, gathering input, and playing audio.
  58. /// </summary>
  59. /// <param name="gameTime">Provides a snapshot of timing values.</param>
  60. protected override void Update(GameTime gameTime)
  61. {
  62. if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
  63. Exit();
  64.  
  65. // TODO: Add your update logic here
  66.  
  67. base.Update(gameTime);
  68. }
  69.  
  70. /// <summary>
  71. /// This is called when the game should draw itself.
  72. /// </summary>
  73. /// <param name="gameTime">Provides a snapshot of timing values.</param>
  74. protected override void Draw(GameTime gameTime)
  75. {
  76. GraphicsDevice.Clear(Color.CornflowerBlue);
  77.  
  78. // TODO: Add your drawing code here
  79.  
  80. base.Draw(gameTime);
  81. }
  82. }
  83. }
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