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+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);
+ }
+ }
+}