source: 2010/23/sijoseha/alpha/Effects/ParticleGame.cs @ 831

Revision 831, 3.3 KB checked in by sijoseha, 13 years ago (diff)

Building up

Line 
1using System;
2using System.Collections.Generic;
3using System.Linq;
4using Microsoft.Xna.Framework;
5using Microsoft.Xna.Framework.Audio;
6using Microsoft.Xna.Framework.Content;
7using Microsoft.Xna.Framework.GamerServices;
8using Microsoft.Xna.Framework.Graphics;
9using Microsoft.Xna.Framework.Input;
10using Microsoft.Xna.Framework.Media;
11using Microsoft.Xna.Framework.Net;
12using Microsoft.Xna.Framework.Storage;
13
14namespace Effects
15{
16    /// <summary>
17    /// This is the main type for your game
18    /// </summary>
19    public class ParticleGame : Microsoft.Xna.Framework.Game
20    {
21        GraphicsDeviceManager graphics;
22        SpriteBatch spriteBatch;
23        public SpriteBatch SpriteBatch
24        {
25            get { return spriteBatch; }
26        }
27       
28        Random random = new Random();
29
30        KeyboardState previousKeyboardState = Keyboard.GetState();
31
32        Explosion explosion;
33
34        public ParticleGame()
35        {
36            graphics = new GraphicsDeviceManager(this);
37
38            explosion = new Explosion(this, Vector2.Zero);
39
40            Content.RootDirectory = "Content";
41        }
42
43        /// <summary>
44        /// Allows the game to perform any initialization it needs to before starting to run.
45        /// This is where it can query for any required services and load any non-graphic
46        /// related content.  Calling base.Initialize will enumerate through any components
47        /// and initialize them as well.
48        /// </summary>
49        protected override void Initialize()
50        {
51            // TODO: Add your initialization logic here
52
53            base.Initialize();
54        }
55
56        /// <summary>
57        /// LoadContent will be called once per game and is the place to load
58        /// all of your content.
59        /// </summary>
60        protected override void LoadContent()
61        {
62            Texture2D glowTexture = Content.Load<Texture2D>("Glow");
63            Texture2D glowTexture2 = Content.Load<Texture2D>("Glow2");
64            // Create a new SpriteBatch, which can be used to draw textures.
65            spriteBatch = new SpriteBatch(GraphicsDevice);
66            // TODO: use this.Content to load your game content here
67        }
68
69        /// <summary>
70        /// UnloadContent will be called once per game and is the place to unload
71        /// all content.
72        /// </summary>
73        protected override void UnloadContent()
74        {
75            // TODO: Unload any non ContentManager content here
76        }
77
78        /// <summary>
79        /// Allows the game to run logic such as updating the world,
80        /// checking for collisions, gathering input, and playing audio.
81        /// </summary>
82        /// <param name="gameTime">Provides a snapshot of timing values.</param>
83        protected override void Update(GameTime gameTime)
84        {
85            float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
86            base.Update(gameTime);
87        }
88
89        /// <summary>
90        /// This is called when the game should draw itself.
91        /// </summary>
92        /// <param name="gameTime">Provides a snapshot of timing values.</param>
93        protected override void Draw(GameTime gameTime)
94        {
95            GraphicsDevice.Clear(Color.Black);
96            // TODO: Add your drawing code here
97            base.Draw(gameTime);
98        }
99    }
100}
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