using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace DataDrivenExample { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch mSpriteBatch; World mWorld; public Game1() { graphics = new GraphicsDeviceManager(this); DebugText.initialize(this); Components.Add(DebugText.GetInstance()); Content.RootDirectory = "Content"; mWorld = new World(Content); Scripting.GetInstance().initialize(mWorld); graphics.PreferredBackBufferHeight = Constants.GetInstance().ScreenHeight; graphics.PreferredBackBufferWidth = Constants.GetInstance().ScreenWidth; } protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); mWorld.LoadWorld("Content/world.xml"); } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. mSpriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Scripting.GetInstance().Update(gameTime); mWorld.Update(gameTime); base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); mSpriteBatch.Begin(); mWorld.Draw(mSpriteBatch); mSpriteBatch.End(); base.Draw(gameTime); } } }