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 WindowsGame1

{

/// <summary>

/// This is the main type for your game

/// </summary>

public class Game1 : Microsoft.Xna.Framework.Game

{

GraphicsDeviceManager graphics;

SpriteBatch spriteBatch;

 

public Game1()

{

graphics = new GraphicsDeviceManager(this);

Content.RootDirectory = "Content";

}

 

/// <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()

{

// TODO: Add your initialization logic here

 

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);

 

// TODO: use this.Content to load your game content here

}

 

/// <summary>

/// UnloadContent will be called once per game and is the place to unload

/// all content.

/// </summary>

protected override void UnloadContent()

{

// TODO: Unload any non ContentManager 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)

{

// Allows the game to exit

if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)

this.Exit();

 

// 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)

{

GraphicsDevice.Clear(Color.CornflowerBlue);

 

// TODO: Add your drawing code here

 

base.Draw(gameTime);

}

}

}