using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace SamplesContentBuilder
{
///
/// This is a sample MonoGame project demonstrating content building and loading.
/// It showcases how to build and load various types of content assets.
///
public class Game1 : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private Texture2D _backgroundTexture;
private SpriteFont _font;
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
// Try to load sample content if available
try
{
_backgroundTexture = Content.Load("Textures/background");
}
catch
{
// Create a simple colored texture if background is not available
_backgroundTexture = new Texture2D(GraphicsDevice, 1, 1);
_backgroundTexture.SetData(new[] { Color.CornflowerBlue });
}
try
{
_font = Content.Load("Fonts/Font");
}
catch
{
// Font will be null if not available
}
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.MonoGameOrange);
_spriteBatch.Begin();
// Draw background if available
if (_backgroundTexture != null)
{
_spriteBatch.Draw(_backgroundTexture, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), Color.White);
}
// Draw text if font is available
if (_font != null)
{
_spriteBatch.DrawString(_font, "MonoGame Samples Content Builder", new Vector2(10, 10), Color.White);
_spriteBatch.DrawString(_font, "This project demonstrates content building with MonoGame 3.8.*", new Vector2(10, 40), Color.White);
_spriteBatch.DrawString(_font, "Press Escape to exit", new Vector2(10, 70), Color.White);
}
_spriteBatch.End();
base.Draw(gameTime);
}
}
}