using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Tutorial016 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private Vector2 _position1; private Vector2 _position2; private Texture2D _texture; 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); _position1 = new Vector2(100, 100); _position2 = new Vector2(125, 100); _texture = Content.Load("Square"); } /// /// 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); spriteBatch.Begin(SpriteSortMode.BackToFront); spriteBatch.Draw(_texture, _position2, null, Color.Blue, 0f, new Vector2(0, 0), 1f, SpriteEffects.None, 0.1f); spriteBatch.Draw(_texture, _position1, null, Color.Red, 0f, new Vector2(0, 0), 1f, SpriteEffects.None, 0.2f); spriteBatch.End(); base.Draw(gameTime); } } }