#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 #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace WindowsGame1 { /// /// This is the main type for your game /// public class Game1 : ANX.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D texture; Texture2D alternateTexture; 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() : base("DirectX10") { graphics = new GraphicsDeviceManager(this); graphics.PreparingDeviceSettings += new EventHandler(graphics_PreparingDeviceSettings); 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(); } /// /// 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.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); } base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed) { GraphicsDevice.Clear(Color.Green); } else { if (Mouse.GetState().XButton1 == ButtonState.Pressed) { GraphicsDevice.Clear(Color.Chocolate); } else { GraphicsDevice.Clear(Color.CornflowerBlue); } } 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); } } }