#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; #endregion namespace PXNA_Chap1 { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; ContentManager content; public Game1() { graphics = new GraphicsDeviceManager(this); content = new 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() { // TODO: Add your initialization logic here 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) { // TODO: Unload any ResourceManagementMode.Automatic content content.Unload(); } // TODO: Unload any ResourceManagementMode.Manual content } /// /// 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(GameTime gameTime) { #if XBOX360 // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); #endif #if !XBOX360 //Get the current keyboard state KeyboardState keyboard = Keyboard.GetState(); //If the escape key is down, exit the app if (keyboard.IsKeyDown(Keys.Escape)) this.Exit(); #endif // TODO: Add your update logic here base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here base.Draw(gameTime); } } }