worked on some ToDo's
some more work on GraphicsDevice
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@ -69,6 +69,8 @@ namespace ANX.Framework.Graphics
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private DepthStencilState depthStencilState;
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private GraphicsAdapter currentAdapter;
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private PresentationParameters currentPresentationParameters;
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private bool isDisposed;
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private GraphicsProfile graphicsProfile;
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#endregion // Private Members
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@ -85,6 +87,7 @@ namespace ANX.Framework.Graphics
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public GraphicsDevice(GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters)
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{
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this.currentAdapter = adapter;
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this.graphicsProfile = graphicsProfile;
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this.currentPresentationParameters = presentationParameters;
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this.viewport = new Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
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@ -162,13 +165,11 @@ namespace ANX.Framework.Graphics
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public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount) where T : struct, IVertexType
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{
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throw new NotImplementedException();
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//TODO: nativeDevice.DrawUserPrimitive(primitiveCount, vertexOffset);
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}
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public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
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{
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throw new NotImplementedException();
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//TODO: nativeDevice.DrawUserPrimitive(primitiveCount, vertexOffset);
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}
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public void SetVertexBuffer(VertexBuffer vertexBuffer)
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@ -248,7 +249,7 @@ namespace ANX.Framework.Graphics
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protected virtual void Dispose(Boolean disposeManaged)
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{
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throw new NotImplementedException();
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//TODO: implement
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}
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public INativeGraphicsDevice NativeDevice
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@ -365,7 +366,7 @@ namespace ANX.Framework.Graphics
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{
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get
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{
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throw new NotImplementedException();
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return this.isDisposed;
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}
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}
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@ -401,7 +402,7 @@ namespace ANX.Framework.Graphics
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{
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get
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{
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throw new NotImplementedException();
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return this.graphicsProfile;
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}
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}
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@ -409,7 +410,7 @@ namespace ANX.Framework.Graphics
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{
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get
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{
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throw new NotImplementedException();
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return this.currentAdapter;
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}
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}
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@ -417,7 +418,7 @@ namespace ANX.Framework.Graphics
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{
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get
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{
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throw new NotImplementedException();
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return this.currentPresentationParameters;
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}
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}
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@ -425,11 +426,14 @@ namespace ANX.Framework.Graphics
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{
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get
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{
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throw new NotImplementedException();
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return DepthStencilState.ReferenceStencil;
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}
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set
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{
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throw new NotImplementedException();
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if (DepthStencilState.ReferenceStencil != value)
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{
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DepthStencilState.ReferenceStencil = value;
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}
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}
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}
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@ -437,11 +441,14 @@ namespace ANX.Framework.Graphics
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{
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get
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{
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throw new NotImplementedException();
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return BlendState.MultiSampleMask;
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}
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set
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{
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throw new NotImplementedException();
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if (BlendState.MultiSampleMask != value)
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{
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BlendState.MultiSampleMask = value;
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}
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}
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}
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@ -449,11 +456,14 @@ namespace ANX.Framework.Graphics
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{
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get
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{
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throw new NotImplementedException();
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return BlendState.BlendFactor;
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}
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set
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{
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throw new NotImplementedException();
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if (BlendState.BlendFactor != value)
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{
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BlendState.BlendFactor = value;
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}
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}
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}
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@ -113,7 +113,6 @@ namespace ANX.RenderSystem.Windows.DX11_1
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public void Clear(ref Color color)
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{
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//TODO: DIRTY -> Convert Color without divisions
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throw new NotImplementedException();
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//device.ClearRenderTargetView(renderView, new SharpDX.Color4(color.A / 255f, color.R / 255f, color.G / 255f, color.B / 255f));
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}
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@ -85,8 +85,6 @@ namespace WindowsGame1
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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@ -125,8 +123,6 @@ namespace WindowsGame1
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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// TODO: Add your update logic here
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for (int i = 0; i < y.Length; i++)
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{
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y[i] += this.r.Next(100) * (float)gameTime.ElapsedGameTime.TotalSeconds;
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@ -72,14 +72,11 @@ namespace TextRendering
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protected override void Initialize()
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{
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// TODO: Fügen Sie Ihre Initialisierungslogik hier hinzu
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base.Initialize();
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}
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protected override void LoadContent()
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{
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// Erstellen Sie einen neuen SpriteBatch, der zum Zeichnen von Texturen verwendet werden kann.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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this.debugFont = Content.Load<SpriteFont>(@"Fonts/Debug");
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@ -87,12 +84,9 @@ namespace TextRendering
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protected override void Update(GameTime gameTime)
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{
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// Ermöglicht ein Beenden des Spiels
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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// TODO: Fügen Sie Ihre Aktualisierungslogik hier hinzu
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base.Update(gameTime);
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}
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@ -75,14 +75,11 @@ namespace VertexIndexBuffer
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protected override void Initialize()
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{
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// TODO: Fügen Sie Ihre Initialisierungslogik hier hinzu
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base.Initialize();
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}
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protected override void LoadContent()
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{
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// Erstellen Sie einen neuen SpriteBatch, der zum Zeichnen von Texturen verwendet werden kann.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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miniTriEffect = Content.Load<Effect>(@"Effects/MiniTri");
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@ -112,26 +109,14 @@ namespace VertexIndexBuffer
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ib.SetData<int>(indices);
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}
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protected override void UnloadContent()
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{
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// TODO: Entladen Sie jeglichen Nicht-ContentManager-Inhalt hier
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}
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protected override void Update(GameTime gameTime)
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{
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// Ermöglicht ein Beenden des Spiels
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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// TODO: Fügen Sie Ihre Aktualisierungslogik hier hinzu
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base.Update(gameTime);
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}
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/// <summary>
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/// Dies wird aufgerufen, wenn das Spiel selbst zeichnen soll.
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/// </summary>
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/// <param name="gameTime">Bietet einen Schnappschuss der Timing-Werte.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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@ -79,8 +79,6 @@ namespace WindowsGame1
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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@ -91,7 +89,7 @@ namespace WindowsGame1
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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//spriteBatch = new SpriteBatch(GraphicsDevice);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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}
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/// <summary>
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@ -100,8 +98,8 @@ namespace WindowsGame1
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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@ -116,8 +114,6 @@ namespace WindowsGame1
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this.Exit();
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}
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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@ -129,8 +125,6 @@ namespace WindowsGame1
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// TODO: Add your draw logic here
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base.Draw(gameTime);
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}
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}
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