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@@ -1,110 +1,126 @@
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-using System;
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-using System.Collections.Generic;
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-
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-using Microsoft.Xna.Framework;
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-using Microsoft.Xna.Framework.Content;
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-using Microsoft.Xna.Framework.GamerServices;
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-using Microsoft.Xna.Framework.Graphics;
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-using Microsoft.Xna.Framework.Input;
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-using Microsoft.Xna.Framework.Storage;
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-
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-namespace Microsoft.Xna.Samples.GameComponents
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-{
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- /// <summary>
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- /// This is the main type for your game
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- /// </summary>
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- public class Game1 : Microsoft.Xna.Framework.Game
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- {
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- GraphicsDeviceManager graphics;
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- SpriteBatch spriteBatch;
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- Texture2D texture;
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- Random randomizer;
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- SpriteFont font;
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-
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- public Game1()
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- {
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- graphics = new GraphicsDeviceManager(this);
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- Content.RootDirectory = "Content";
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-
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- graphics.IsFullScreen = true;
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-
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- randomizer = new Random(DateTime.Now.TimeOfDay.Milliseconds);
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- }
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-
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- /// <summary>
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- /// Allows the game to perform any initialization it needs to before starting to run.
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- /// This is where it can query for any required services and load any non-graphic
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- /// related content. Calling base.Initialize will enumerate through any components
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- /// and initialize them as well.
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- /// </summary>
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- protected override void Initialize()
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- {
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- // TODO: Add your initialization logic here
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-
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- base.Initialize();
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- }
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-
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- /// <summary>
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- /// LoadContent will be called once per game and is the place to load
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- /// all of your content.
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- /// </summary>
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- protected override void LoadContent()
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- {
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- // Create a new SpriteBatch, which can be used to draw textures.
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- spriteBatch = new SpriteBatch(GraphicsDevice);
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-
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- // TODO: use this.Content to load your game content here
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- texture = Content.Load<Texture2D>("monogameicon");
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- font = Content.Load<SpriteFont>("font");
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-
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- for (int i=0;i<50;i++)
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- AddSprite();
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-
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- Components.Add(new FPSCounterComponent(this,spriteBatch,font));
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- }
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-
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- private void AddSprite()
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- {
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- Vector2 speed = new Vector2(5+randomizer.Next(10),5+randomizer.Next(10));
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- Vector2 position = new Vector2(randomizer.Next(260),randomizer.Next(400));
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- Components.Add(new Sprite(this,texture,position, speed, spriteBatch));
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- }
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-
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-
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- /// <summary>
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- /// Allows the game to run logic such as updating the world,
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- /// checking for collisions, gathering input, and playing audio.
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- /// </summary>
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- /// <param name="gameTime">Provides a snapshot of timing values.</param>
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- protected override void Update(GameTime gameTime)
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- {
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- // TODO: Add your update logic here
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-
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- if ((Mouse.GetState().X != 0) || (Mouse.GetState().Y != 0))
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- {
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- AddSprite();
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- //Mouse.SetPosition(0,0);
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- }
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- base.Update(gameTime);
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- }
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-
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- /// <summary>
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- /// This is called when the game should draw itself.
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- /// </summary>
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- /// <param name="gameTime">Provides a snapshot of timing values.</param>
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- protected override void Draw(GameTime gameTime)
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- {
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- graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
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-
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- spriteBatch.Begin();
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-
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- base.Draw(gameTime);
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-
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- spriteBatch.DrawString(font,"Tap to add a new sprite",new Vector2(0,25),Color.White);
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- spriteBatch.DrawString(font,"Sprite count: " + (Components.Count-1).ToString(),new Vector2(150,0),Color.White);
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-
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-
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- spriteBatch.End();
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- }
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- }
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-}
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+using System;
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+using System.Collections.Generic;
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+
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+using Microsoft.Xna.Framework;
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+using Microsoft.Xna.Framework.Content;
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+using Microsoft.Xna.Framework.Graphics;
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+using Microsoft.Xna.Framework.Input;
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+
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+namespace GameComponents
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+{
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+ /// <summary>
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+ /// This is the main type for your game
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+ /// </summary>
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+ public class Game1 : Microsoft.Xna.Framework.Game
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+ {
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+ GraphicsDeviceManager graphics;
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+ SpriteBatch spriteBatch;
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+ Texture2D texture;
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+ Random randomizer;
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+ SpriteFont font;
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+
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+ public Game1()
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+ {
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+ graphics = new GraphicsDeviceManager(this);
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+ Content.RootDirectory = "Content";
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+ IsMouseVisible = true;
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+ graphics.IsFullScreen = false;
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+ graphics.PreferredBackBufferWidth = 800;
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+ graphics.PreferredBackBufferHeight = 600;
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+
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+ randomizer = new Random(DateTime.Now.TimeOfDay.Milliseconds);
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+ }
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+
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+ /// <summary>
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+ /// Allows the game to perform any initialization it needs to before starting to run.
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+ /// This is where it can query for any required services and load any non-graphic
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+ /// related content. Calling base.Initialize will enumerate through any components
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+ /// and initialize them as well.
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+ /// </summary>
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+ protected override void Initialize()
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+ {
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+ // TODO: Add your initialization logic here
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+
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+ base.Initialize();
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+ }
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+
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+ /// <summary>
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+ /// LoadContent will be called once per game and is the place to load
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+ /// all of your content.
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+ /// </summary>
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+ protected override void LoadContent()
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+ {
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+ // Create a new SpriteBatch, which can be used to draw textures.
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+ spriteBatch = new SpriteBatch(GraphicsDevice);
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+
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+ // TODO: use this.Content to load your game content here
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+ texture = Content.Load<Texture2D>("logo");
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+ font = Content.Load<SpriteFont>("Font");
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+
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+ for (int i=0;i<50;i++)
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+ AddSprite();
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+
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+ Components.Add(new FPSCounterComponent(this,spriteBatch,font));
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+ }
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+
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+ private void AddSprite()
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+ {
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+ Vector2 speed = new Vector2(5+randomizer.Next(10),5+randomizer.Next(10));
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+ Vector2 position = new Vector2(randomizer.Next(260),randomizer.Next(400));
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+ Components.Add(new Sprite(this,texture,position, speed, spriteBatch));
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+ }
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+
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+
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+ /// <summary>
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+ /// Allows the game to run logic such as updating the world,
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+ /// checking for collisions, gathering input, and playing audio.
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+ /// </summary>
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+ /// <param name="gameTime">Provides a snapshot of timing values.</param>
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+ protected override void Update(GameTime gameTime)
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+ {
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+ // TODO: Add your update logic here
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+
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+ KeyboardState currentKeyboardState = Keyboard.GetState();
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+ GamePadState currentGamePadState = GamePad.GetState (PlayerIndex.One);
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+
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+ // Check for exit.
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+ if (currentKeyboardState.IsKeyDown(Keys.Escape) ||
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+ currentGamePadState.Buttons.Back == ButtonState.Pressed)
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+ {
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+#if !___IOS___
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+ Exit();
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+#endif
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+ }
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+
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+ var mouseState = Mouse.GetState();
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+
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+ if (mouseState.LeftButton == ButtonState.Pressed ||
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+ currentGamePadState.Buttons.A == ButtonState.Pressed ||
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+ currentKeyboardState.IsKeyDown(Keys.Space))
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+ {
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+ AddSprite();
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+ //Mouse.SetPosition(0,0);
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+ }
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+ base.Update(gameTime);
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+ }
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+
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+ /// <summary>
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+ /// This is called when the game should draw itself.
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+ /// </summary>
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+ /// <param name="gameTime">Provides a snapshot of timing values.</param>
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+ protected override void Draw(GameTime gameTime)
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+ {
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+ graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
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+
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+ spriteBatch.Begin();
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+
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+ base.Draw(gameTime);
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+
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+ spriteBatch.DrawString(font,"Tap/Click/Space/A button to add a new sprite",new Vector2(0,25),Color.White);
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+ spriteBatch.DrawString(font,"Sprite count: " + (Components.Count-1).ToString(),new Vector2(150,0),Color.White);
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+
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+
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+ spriteBatch.End();
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+ }
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+ }
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+}
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