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Diffstat (limited to 'QuantumNet/GameInitalization.cs')
| -rw-r--r-- | QuantumNet/GameInitalization.cs | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/QuantumNet/GameInitalization.cs b/QuantumNet/GameInitalization.cs new file mode 100644 index 0000000..aa7f027 --- /dev/null +++ b/QuantumNet/GameInitalization.cs @@ -0,0 +1,83 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; + +namespace QuantumNet +{ + /// <summary> + /// This is the main type for your game. + /// </summary> + public class GameInitalization : Game + { + GraphicsDeviceManager graphics; + SpriteBatch spriteBatch; + + public GameInitalization() + { + 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 + + 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); + + // 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.Black); + + // TODO: Add your drawing code here + + base.Draw(gameTime); + } + } +} |
