#region Using Statements
using SYS=System;
using SYSc=System.Collections.Generic;
using XNA=Microsoft.Xna.Framework;
using XNAa=Microsoft.Xna.Framework.Audio;
using XNAc=Microsoft.Xna.Framework.Content;
using XNAg=Microsoft.Xna.Framework.Graphics;
using XNAi=Microsoft.Xna.Framework.Input;
using XNAs=Microsoft.Xna.Framework.Storage;
#endregion
namespace Vektor
{
///
/// This is the main type for your game
///
public class GameEngine : Microsoft.Xna.Framework.Game
{
public XNA.GraphicsDeviceManager graphics;
public XNAc.ContentManager content;
public GameEngine()
{
graphics = new XNA.GraphicsDeviceManager(this);
content = new XNAc.ContentManager(Services);
}
///
/// 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.
///
protected override void Initialize()
{
XNAg.SpriteBatch Drawer=Image.passdrawer();
Image OnScreen = new Image();
base.Initialize();
}
///
/// Load your graphics content. If loadAllContent is true, you should
/// load content from both ResourceManagementMode pools. Otherwise, just
/// load ResourceManagementMode.Manual content.
///
/// Which type of content to load.
protected override void LoadGraphicsContent(bool loadAllContent)
{
if (loadAllContent)
{
// TODO: Load any ResourceManagementMode.Automatic content
}
// TODO: Load any ResourceManagementMode.Manual content
}
///
/// 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.
///
/// Which type of content to unload.
protected override void UnloadGraphicsContent(bool unloadAllContent)
{
if (unloadAllContent == true)
{
content.Unload();
}
}
#region UPDATE
///
/// 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(XNA.GameTime gameTime)
{
// Allows the default game to exit on Xbox 360 and Windows
if (XNAi.GamePad.GetState(XNA.PlayerIndex.One).Buttons.Back == XNAi.ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
#endregion
#region Draw
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(XNA.GameTime gameTime)
{
graphics.GraphicsDevice.Clear(XNAg.Color.CornflowerBlue);
base.Draw(gameTime);
}
#endregion
}
}
using SYS = System;
using SYSc=System.Collections.Generic;
using XNA=Microsoft.Xna.Framework;
using XNAa=Microsoft.Xna.Framework.Audio;
using XNAc=Microsoft.Xna.Framework.Content;
using XNAg=Microsoft.Xna.Framework.Graphics;
using XNAi=Microsoft.Xna.Framework.Input;
using XNAs=Microsoft.Xna.Framework.Storage;
namespace Vektor
{
class Image : GameObject
{
#region LOAD
public Image()
{
XNAg.GraphicsAdapter Adapter = XNAg.GraphicsAdapter.DefaultAdapter;
XNAg.DeviceType Device=new XNAg.DeviceType();
SYS.IntPtr Ptr= SYS.IntPtr.Zero;
XNAg.CreateOptions Opt=new XNAg.CreateOptions();
XNAg.PresentationParameters PresPar=new XNAg.PresentationParameters();
XNAg.GraphicsDevice Graphics=new XNAg.GraphicsDevice(Adapter,Device,Ptr,Opt,PresPar);
XNAg.Texture2D TempImage = XNAg.Texture2D.FromFile(Graphics, "What.png" );
XNAg.SpriteBatch drawer=new XNAg.SpriteBatch(Graphics);
#endregion
}
public XNAg.SpriteBatch passdrawer()
{
return drawer;
}
}
}