#region Using Statements using System; using System.Collections.Generic; using System.Linq; using ANX.Framework; using ANX.Framework.Graphics; using ANX.Framework.Input; #endregion // Using Statements // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace WindowsGame1 { public class GameComponentTest : GameComponent { public GameComponentTest(Game game) : base(game) { } public override void Update(GameTime gameTime) { //System.Diagnostics.Debugger.Break(); base.Update(gameTime); } } /// /// This is the main type for your game /// public class Game1 : ANX.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D texture; Texture2D alternateTexture; KeyboardState previousKeyboardState; Color clearColor; Color[] color = new Color[] { Color.White, Color.Green, Color.Blue, Color.Black, Color.White, Color.DarkMagenta }; float[] y = new float[] { 10f, 10f, 10f, 10f, 10f, 10f }; Random r = new Random(); private float elapsedLastSecond = 0f; private int fpsCount = 0; private int lastFps = 60; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings; //graphics.SynchronizeWithVerticalRetrace = false; //IsFixedTimeStep = false; Content.RootDirectory = "SampleContent"; } void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e) { e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = 800; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = 600; } /// /// 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. /// protected override void Initialize() { base.Initialize(); Components.Add(new GameComponentTest(this)); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //this.alternateTexture = Content.Load(@"Textures/DotColor4x4"); this.alternateTexture = Content.Load(@"Textures/DotWhiteTopLeft5x5"); this.texture = Content.Load(@"Textures/ANX.logo"); //this.texture = Content.Load(@"Textures/dds-test"); //this.alternateTexture = new Texture2D(GraphicsDevice, 64, 64); //Color[] color = new Color[this.alternateTexture.Width * this.alternateTexture.Height]; //for (int i = 0; i < color.Length; i++) //{ // color[i] = new Color(1.0f, 1.0f, 0, 0.5f); //} //this.alternateTexture.SetData(color); } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { elapsedLastSecond += (float)gameTime.ElapsedGameTime.TotalSeconds; fpsCount++; if (elapsedLastSecond >= 1f) { elapsedLastSecond -= 1f; lastFps = fpsCount; fpsCount = 0; Window.Title = "FPS=" + lastFps; } // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); for (int i = 0; i < y.Length; i++) { y[i] += this.r.Next(100) * (float)gameTime.ElapsedGameTime.TotalSeconds; y[i] = MathHelper.Clamp(y[i], 0, 536); } if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed) clearColor = Color.Green; else if (Mouse.GetState().XButton1 == ButtonState.Pressed) clearColor = Color.Chocolate; else clearColor = Color.CornflowerBlue; if (Keyboard.GetState().IsKeyDown(Keys.Space) && previousKeyboardState.IsKeyUp(Keys.Space)) { if (GraphicsDevice.PresentationParameters.BackBufferWidth != 420) { PresentationParameters newParams = GraphicsDevice.PresentationParameters.Clone(); newParams.BackBufferWidth = 420; newParams.BackBufferHeight = 360; GraphicsDevice.Reset(newParams); } else { PresentationParameters newParams = GraphicsDevice.PresentationParameters.Clone(); newParams.BackBufferWidth = 800; newParams.BackBufferHeight = 600; GraphicsDevice.Reset(newParams); } } base.Update(gameTime); previousKeyboardState = Keyboard.GetState(); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(clearColor); spriteBatch.Begin(); for (int x = 0; x < y.Length; x++) { spriteBatch.Draw(texture, new Vector2(x * texture.Width + 32, y[x]), new Rectangle(0, 0, 120, 60), color[x], 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); } spriteBatch.Draw(alternateTexture, new Vector2(32, 32), Color.White); spriteBatch.End(); base.Draw(gameTime); } } }