using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Demo { /// /// This is the main type for your game. /// public class Demo : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; BasicEffect basicEffect; VertexPositionColor[] vertices; public Demo() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// /// 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 basicEffect = new BasicEffect(GraphicsDevice); basicEffect.View = Matrix.CreateLookAt(new Vector3(graphics.PreferredBackBufferWidth/2f, graphics.PreferredBackBufferHeight/2f, 1f), Vector3.Forward, Vector3.Up); basicEffect.World = Matrix.Identity; basicEffect.Projection = Matrix.CreateOrthographic(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1); basicEffect.VertexColorEnabled = true; vertices = new VertexPositionColor[5]; vertices[0] = new VertexPositionColor(new Vector3(5, 5, 0), Color.Red); vertices[1] = new VertexPositionColor(new Vector3(10, 5, 0), Color.Red); vertices[2] = new VertexPositionColor(new Vector3(10, 10, 0), Color.Red); vertices[3] = new VertexPositionColor(new Vector3(5, 10, 0), Color.Red); 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); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// game-specific 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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // 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.CornflowerBlue); foreach (EffectPass effectPass in basicEffect.CurrentTechnique.Passes) { effectPass.Apply(); GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineStrip, vertices, 0, 4); } // TODO: Add your drawing code here base.Draw(gameTime); } } }