using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace Colto1 {
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game {
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Level1 level;
public Game1() {
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
level = new Level1(this, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
}
///
/// 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);
level.LoadContent(Content, "gamescreen_1024x768_1");
//level.LoadContent(Content, "back1");
// TODO: use this.Content to load your game content here
}
///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent() {
// TODO: Unload any non ContentManager content here
}
///
/// 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) {
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
level.Update();
// 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) {
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
level.Draw(spriteBatch);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}