#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);
}
}
}
|