| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 | using System;using System.Collections.Generic;#if ANDROIDusing Android.App;#endifusing Microsoft.Xna.Framework;using Microsoft.Xna.Framework.Content;using Microsoft.Xna.Framework.Graphics;using Microsoft.Xna.Framework.Input;using Microsoft.Xna.Framework.Media;namespace AdMob{	/// <summary>	/// This is the main type for your game	/// </summary>	public class AdMobGame : Game	{		public static AdMobGame Instance { get; private set; }				GraphicsDeviceManager graphics;		SpriteBatch spriteBatch;						public AdMobGame ()  		{			Instance = this;			graphics = new GraphicsDeviceManager (this);						Content.RootDirectory = "Content";						graphics.PreferMultiSampling = true;			graphics.IsFullScreen = true;				graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight | DisplayOrientation.Portrait;		}				/// <summary>		/// 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.		/// </summary>		protected override void Initialize ()		{			// TODO: Add your initialization logic here			base.Initialize ();		}		/// <summary>		/// LoadContent will be called once per game and is the place to load		/// all of your content.		/// </summary>		protected override void LoadContent ()		{			// Create a new SpriteBatch, which can be used to draw textures.			spriteBatch = new SpriteBatch (GraphicsDevice);					}		/// <summary>		/// Allows the game to run logic such as updating the world,		/// checking for collisions, gathering input, and playing audio.		/// </summary>		/// <param name="gameTime">Provides a snapshot of timing values.</param>		protected override void Update (GameTime gameTime)		{			if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)			{				Exit();			}			base.Update (gameTime);		}		/// <summary>		/// This is called when the game should draw itself.		/// </summary>		/// <param name="gameTime">Provides a snapshot of timing values.</param>		protected override void Draw (GameTime gameTime)		{			graphics.GraphicsDevice.Clear (Color.CornflowerBlue);						// Won't be visible until we hide the movie			spriteBatch.Begin();			spriteBatch.End();		}	}}
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