Game1.cs :  » Game » XNACommunity » XNADEMO » C# / CSharp Open Source

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Game » XNACommunity 
XNACommunity » XNADEMO » Game1.cs

#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Game.Components;
#endregion

namespace XNADEMO{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferMultiSampling = true;
            content = new ContentManager(Services);
        }


        /// <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()
        {
            // Create the components
            //Fps fps = new Fps(this);
            Camera camera = new Camera(this);
            SpriteFps spriteFps = new SpriteFps(this);
            //CameraPath cameraPath = new CameraPath(this);

            //SoundTrack soundTrack = new SoundTrack(this);
            Spinner spinner = new Spinner(this);
            //Cube cube = new Cube(this);
            //cube.Spinner = spinner;
            LightPlane lightPlane = new LightPlane(this);
            lightPlane.Camera = camera;
            lightPlane.Spinner = spinner;

            //spriteText spriteText = new spriteText(this);
            //Terrain terrain = new Terrain(this);
            //terrain.Spinner = spinner;
            //terrain.Camera = camera;
            //terrain.Spinner = spinner;

                        
            // Add them to the game
            //this.Components.Add(fps);
            this.Components.Add(camera);
            this.Components.Add(spinner);
            this.Components.Add(spriteFps);
            //this.Components.Add(cameraPath);
            this.Components.Add(lightPlane);
            //this.Components.Add(cube);
            //this.Components.Add(soundTrack);
            //this.Components.Add(spriteText);
            //this.Components.Add(terrain);

            base.Initialize();
        }


        /// <summary>
        /// Load your graphics content.  If loadAllContent is true, you should
        /// load content from both ResourceManagementMode pools.  Otherwise, just
        /// load ResourceManagementMode.Manual content.
        /// </summary>
        /// <param name="loadAllContent">Which type of content to load.</param>
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            if (loadAllContent)
            {
                // TODO: Load any ResourceManagementMode.Automatic content
            }

            // TODO: Load any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Unload your graphics content.  If unloadAllContent is true, you should
        /// unload content from both ResourceManagementMode pools.  Otherwise, just
        /// unload ResourceManagementMode.Manual content.  Manual content will get
        /// Disposed by the GraphicsDevice during a Reset.
        /// </summary>
        /// <param name="unloadAllContent">Which type of content to unload.</param>
        protected override void UnloadGraphicsContent(bool unloadAllContent)
        {
            if (unloadAllContent == true)
            {
                content.Unload();
            }
        }


        /// <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)
        {
            // Allows the default game to exit on Xbox 360 and Windows
            KeyboardState keyb = Keyboard.GetState();
            if (keyb.IsKeyDown(Keys.Escape))
                this.Exit();

            // 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)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
            //graphics.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.CornflowerBlue, 1, 0);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.