123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105 |
- 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
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- 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;
- }
- /// <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();
-
- // 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();
- }
- /// <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);
-
- font = Content.Load<Microsoft.Xna.Framework.Graphics.SpriteFont>("SpriteFont1");
- }
- /// <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)
- {
- // TODO: Add your update logic here
- 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);
-
- 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);
- }
- }
- }
|