using System; using System.Collections.Generic; #if ANDROID using Android.App; #endif using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Storage; namespace MonoGame.Samples.AdMob { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1 () { graphics = new GraphicsDeviceManager (this); Content.RootDirectory = "Content"; graphics.PreferMultiSampling = true; graphics.IsFullScreen = true; graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight | DisplayOrientation.Portrait; } /// /// 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); } /// /// 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) { Exit(); } base.Update (gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.CornflowerBlue); // Won't be visible until we hide the movie spriteBatch.Begin(); spriteBatch.End(); } } }