using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; // Thanks to Ziggyware tutorial found in: http://www.ziggyware.com/readarticle.php?article_id=72 namespace Microsoft.Xna.Samples.Storage { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; SpriteFont font; SaveGame loaded; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.IsFullScreen = true; } /// /// 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(); // Save Game Data SaveGameStorage storage = new SaveGameStorage(); SaveGame sg = new SaveGame(); sg.Name = "Ziggy"; sg.HiScore = 1000; sg.Date = DateTime.Now; sg.DontKeep = 123; storage.Save(sg); //load the data back in to test if it was successful loaded = storage.Load(); } /// /// 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); font = Content.Load("SpriteFont1"); } /// /// 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) { // 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) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.DrawString(font,"Name: " + loaded.Name,new Vector2(20,100),Color.Black); spriteBatch.DrawString(font,"Hi Score: " + loaded.HiScore.ToString(),new Vector2(20,130),Color.Black); spriteBatch.DrawString(font,"Date: " + loaded.Date.ToString(),new Vector2(20,160),Color.Black); spriteBatch.DrawString(font,"Dont Keep: " + loaded.DontKeep.ToString(),new Vector2(20,190),Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }