using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Tutorial001
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
///
/// The texture is what we view on the screen
///
private Texture2D _texture;
///
/// The position is where our object is relative to the top-left corner
///
private Vector2 _position;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
///
/// 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();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// Use the content manager to load our texture
_texture = Content.Load("Box");
// (0, 0) is the top-left corner
_position = new Vector2(0, 0);
}
///
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
///
/// 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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// 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)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// Let's MonoGame know we're about to add some sprites to the batcher
spriteBatch.Begin();
// The most basic sprite we can add.
spriteBatch.Draw(_texture, _position, Color.White);
// Can only be called after 'Begin'. Once called, draws everything added to the batcher
spriteBatch.End();
base.Draw(gameTime);
}
}
}