using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System.Collections.Generic; using Tutorial029.Misc; using Tutorial029.Models; using Tutorial029.States; namespace Tutorial029 { /// /// This is the main type for your game. /// public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public static int ScreenWidth = 1280; public static int ScreenHeight = 720; private GameModel _gameModel; private LevelSelectionState _state; 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() { graphics.PreferredBackBufferWidth = ScreenWidth; graphics.PreferredBackBufferHeight = ScreenHeight; graphics.ApplyChanges(); IsMouseVisible = true; 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); _gameModel = new GameModel() { ContentManger = Content, GraphicsDeviceManager = graphics, SpriteBatch = spriteBatch, }; _state = new LevelSelectionState(_gameModel); } /// /// 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) { _state.Update(gameTime); 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); _state.Draw(gameTime); base.Draw(gameTime); } } }