All pastes #247898 Raw Edit

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#247898 ·published 2006-11-13 23:34 UTC
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#region Using Statements
using SYS=System;
using SYSc=System.Collections.Generic;
using XNA=Microsoft.Xna.Framework;
using XNAa=Microsoft.Xna.Framework.Audio;
using XNAc=Microsoft.Xna.Framework.Content;
using XNAg=Microsoft.Xna.Framework.Graphics;
using XNAi=Microsoft.Xna.Framework.Input;
using XNAs=Microsoft.Xna.Framework.Storage;
#endregion

namespace Vektor
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class GameEngine : Microsoft.Xna.Framework.Game
    {
        public XNA.GraphicsDeviceManager graphics;
        public XNAc.ContentManager content;


        public GameEngine()
        {
            graphics = new XNA.GraphicsDeviceManager(this);
            content = new XNAc.ContentManager(Services);
        }


        /// <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()
        {
            XNAg.SpriteBatch Drawer=Image.passdrawer();
            Image OnScreen = new Image();

            base.Initialize();
        }


        /// <summary>
        /// Load your graphics content.  If loadAllContent is true, you should
        /// load content from both ResourceManagementMode pools.  Otherwise, just
        /// load ResourceManagementMode.Manual content.
        /// </summary>
        /// <param name="loadAllContent">Which type of content to load.</param>
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            if (loadAllContent)
            {
                // TODO: Load any ResourceManagementMode.Automatic content
            }

            // TODO: Load any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Unload your graphics content.  If unloadAllContent is true, you should
        /// unload content from both ResourceManagementMode pools.  Otherwise, just
        /// unload ResourceManagementMode.Manual content.  Manual content will get
        /// Disposed by the GraphicsDevice during a Reset.
        /// </summary>
        /// <param name="unloadAllContent">Which type of content to unload.</param>
        protected override void UnloadGraphicsContent(bool unloadAllContent)
        {
            if (unloadAllContent == true)
            {
                content.Unload();
            }
        }

        #region UPDATE
        /// <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(XNA.GameTime gameTime)
        {
            // Allows the default game to exit on Xbox 360 and Windows
            if (XNAi.GamePad.GetState(XNA.PlayerIndex.One).Buttons.Back == XNAi.ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
        #endregion
        #region Draw
        /// <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(XNA.GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(XNAg.Color.CornflowerBlue);
            
           

            base.Draw(gameTime);
        }
        #endregion
    }
}

using SYS = System;
using SYSc=System.Collections.Generic;
using XNA=Microsoft.Xna.Framework;
using XNAa=Microsoft.Xna.Framework.Audio;
using XNAc=Microsoft.Xna.Framework.Content;
using XNAg=Microsoft.Xna.Framework.Graphics;
using XNAi=Microsoft.Xna.Framework.Input;
using XNAs=Microsoft.Xna.Framework.Storage;


namespace Vektor
{
    class Image : GameObject
    {
#region LOAD
        public Image()
        {
            XNAg.GraphicsAdapter Adapter = XNAg.GraphicsAdapter.DefaultAdapter;
            XNAg.DeviceType Device=new XNAg.DeviceType();
            SYS.IntPtr Ptr= SYS.IntPtr.Zero;
            XNAg.CreateOptions Opt=new XNAg.CreateOptions();
            XNAg.PresentationParameters PresPar=new XNAg.PresentationParameters();
            XNAg.GraphicsDevice Graphics=new XNAg.GraphicsDevice(Adapter,Device,Ptr,Opt,PresPar);
            XNAg.Texture2D TempImage = XNAg.Texture2D.FromFile(Graphics, "What.png" );
            XNAg.SpriteBatch drawer=new XNAg.SpriteBatch(Graphics);
         
#endregion
        }
        public XNAg.SpriteBatch passdrawer()
        {
            return drawer;
        }
    }
}