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MyMonoGame/Exemple/MainGame.cs

108 lines
2.9 KiB
C#

using System;
using MyMonoGameAddin;
using MyMonoGameAddin.UI;
using MyMonoGameAddin.Inputs;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Exemple
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
ResourcesManager resources;
InputsManager inputs = new InputsManager();
Layout canvas = new Layout();
Image pointer;
const int ScreenWidth = 800;
const int ScreenHeight = 600;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = ScreenWidth;
graphics.PreferredBackBufferHeight = ScreenHeight;
graphics.ApplyChanges();
Content.RootDirectory = "Content";
resources = new ResourcesManager(Content, GraphicsDevice);
}
/// <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()
{
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);
//resources.LoadFont("basic");
//resources.LoadSound("bip");
resources.LoadTexture("Background");
resources.LoadBox("Button");
BuildCanvas();
//TODO: use this.Content to load your game 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)
{
inputs.Update();
// 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)
{
pointer.Transform.Position = inputs.Mouse.Position;
graphics.GraphicsDevice.Clear(Color.Black);
//TODO: Add your drawing code here
spriteBatch.Begin();
canvas.Draw(spriteBatch, new Transform());
spriteBatch.End();
base.Draw(gameTime);
}
private void BuildCanvas()
{
canvas.Children.Add(new Box(resources.Boxes["Button"], new Vector(10, 10), new Vector(100, 20), Color.White));
pointer = new Image(resources.Textures["Background"], new Vector(0, 0), new Vector(10, 10), Color.White);
canvas.Children.Add(pointer);
}
}
}