using System;␍␊ |
using System.Collections.Generic;␍␊ |
using System.Linq;␍␊ |
using Microsoft.Xna.Framework;␍␊ |
using Microsoft.Xna.Framework.Audio;␍␊ |
using Microsoft.Xna.Framework.Content;␍␊ |
using Microsoft.Xna.Framework.GamerServices;␍␊ |
using Microsoft.Xna.Framework.Graphics;␍␊ |
using Microsoft.Xna.Framework.Input;␍␊ |
using Microsoft.Xna.Framework.Media;␍␊ |
using GameStateManagement;␍␊ |
using FarseerPhysics.SamplesFramework;␍␊ |
using sandbox.Menus;␍␊ |
␍␊ |
namespace sandbox␍␊ |
{␍␊ |
/// <summary>␍␊ |
/// This is the main type for your game␍␊ |
/// </summary>␍␊ |
public class Game1 : Microsoft.Xna.Framework.Game␍␊ |
{␍␊ |
GraphicsDeviceManager graphics;␍␊ |
SpriteBatch spriteBatch;␍␊ |
␍␊ |
public ScreenManager ScreenManager { get; set; }␍␊ |
␍␊ |
public Game1()␍␊ |
{␍␊ |
graphics = new GraphicsDeviceManager(this);␍␊ |
Content.RootDirectory = "Content";␍␊ |
␍␊ |
graphics.IsFullScreen = false;␍␊ |
graphics.PreferredBackBufferWidth = 1280;␍␊ |
graphics.PreferredBackBufferHeight = 720;␍␊ |
ConvertUnits.SetDisplayUnitToSimUnitRatio(Axios.Settings.DisplayUnitToSimUnitRatio);␍␊ |
␍␊ |
ScreenManager = new ScreenManager(this);␍␊ |
Components.Add(ScreenManager);␍␊ |
}␍␊ |
␍␊ |
/// <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()␍␊ |
{␍␊ |
// TODO: Add your initialization logic here␍␊ |
␍␊ |
base.Initialize();␍␊ |
␍␊ |
BackgroundScreen bg = new BackgroundScreen();␍␊ |
␍␊ |
ScreenManager.AddScreen(bg);␍␊ |
ScreenManager.AddScreen(new MainMenu());␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// LoadContent will be called once per game and is the place to load␍␊ |
/// all of your content.␍␊ |
/// </summary>␍␊ |
protected override void LoadContent()␍␊ |
{␍␊ |
// Create a new SpriteBatch, which can be used to draw textures.␍␊ |
spriteBatch = new SpriteBatch(GraphicsDevice);␍␊ |
␍␊ |
// TODO: use this.Content to load your game content here␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// UnloadContent will be called once per game and is the place to unload␍␊ |
/// all content.␍␊ |
/// </summary>␍␊ |
protected override void UnloadContent()␍␊ |
{␍␊ |
// TODO: Unload any non ContentManager content here␍␊ |
}␍␊ |
␍␊ |
/// <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 game to exit␍␊ |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)␍␊ |
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)␍␊ |
{␍␊ |
GraphicsDevice.Clear(Color.CornflowerBlue);␍␊ |
␍␊ |
// TODO: Add your drawing code here␍␊ |
␍␊ |
base.Draw(gameTime);␍␊ |
}␍␊ |
}␍␊ |
}␍␊ |