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);
}
}
}