recrownedathenaeum/Demo/Demo.cs

100 lines
3.6 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Demo
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Demo : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
BasicEffect basicEffect;
VertexPositionColor[] vertices;
public Demo()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <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
basicEffect = new BasicEffect(GraphicsDevice);
basicEffect.VertexColorEnabled = true;
vertices = new VertexPositionColor[4];
vertices[0] = new VertexPositionColor(new Vector3(0, 0, 0), Color.Red);
vertices[1] = new VertexPositionColor(new Vector3(10, 0, 0), Color.Red);
vertices[2] = new VertexPositionColor(new Vector3(10, 10, 0), Color.Red);
vertices[3] = new VertexPositionColor(new Vector3(0, 10, 0), Color.Red);
base.Initialize();
}
/// <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);
basicEffect.World = Matrix.CreateOrthographicOffCenter(new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), 0, 1);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// 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)
{
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);
}
}
}