102 lines
3.8 KiB
C#
102 lines
3.8 KiB
C#
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace Demo
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class Demo : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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BasicEffect basicEffect;
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VertexPositionColor[] vertices;
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public Demo()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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basicEffect = new BasicEffect(GraphicsDevice);
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basicEffect.View = Matrix.CreateLookAt(new Vector3(graphics.PreferredBackBufferWidth/2f, graphics.PreferredBackBufferHeight/2f, 1f), Vector3.Forward, Vector3.Up);
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basicEffect.World = Matrix.Identity;
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basicEffect.Projection = Matrix.CreateOrthographic(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1);
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basicEffect.VertexColorEnabled = true;
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vertices = new VertexPositionColor[5];
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vertices[0] = new VertexPositionColor(new Vector3(5, 5, 0), Color.Red);
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vertices[1] = new VertexPositionColor(new Vector3(10, 5, 0), Color.Red);
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vertices[2] = new VertexPositionColor(new Vector3(10, 10, 0), Color.Red);
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vertices[3] = new VertexPositionColor(new Vector3(5, 10, 0), Color.Red);
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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foreach (EffectPass effectPass in basicEffect.CurrentTechnique.Passes)
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{
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effectPass.Apply();
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GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineStrip, vertices, 0, 4);
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}
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// TODO: Add your drawing code here
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base.Draw(gameTime);
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}
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}
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}
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