- Harlinn.WindowsPhone.XNA.zip
- AnatomyOfAGame
- AnatomyOfAGame
- AnatomyOfAGameContent
- AnatomyOfAGameContent.contentproj
- bin
- Windows Phone
- Debug
- obj
- Windows Phone
- Debug
- DesignTimeResolveAssemblyReferencesInput.cache
- TempPE
- Farseer Physics Engine 3.3.1 XNA
- DebugView XNA
- Farseer Physics Engine 3.3 XNA
- Samples XNA WP7.sln
- Samples XNA Xbox360.sln
- Samples XNA.sln
- Samples XNA
- Samples XNA
- Samples XNAContent
- Common
- arrow.png
- buttons.png
- cursor.png
- gradient.png
- logo.png
- popup.png
- slider.png
- socket.png
- stick.png
- Fonts
- detailsFont.spritefont
- frameRateCounterFont.spritefont
- menufont.spritefont
- Materials
- blank.png
- dots.png
- pavement.png
- squares.png
- waves.png
- Samples XNA Content.contentproj
- Samples
- alphabet.png
- car.png
- goo.png
- link.png
- object.png
- wheel.png
- FarseerPhysicsIntro
- FarseerPhysicsIntro
- FarseerPhysicsIntroContent
- bin
- Windows Phone
- Debug
- Release
- DefaultSpriteFont.spritefont
- FarseerPhysicsIntroContent.contentproj
- FarseerPhysicsIntroContent.contentproj.user
- Thumbs.db
- white.png
- Harlinn.WindowsPhone.XNA.sln
- HarlinnFarseerXNA
- XNAImageIntro
- XNAImageIntro
- XNAImageIntroContent
- bin
- Windows Phone
- Debug
- XNAImageIntroContent.contentproj
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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.Input.Touch;
using Microsoft.Xna.Framework.Media;
using FarseerPhysics.Dynamics;
using Harlinn.WindowsPhone.XNA.Engine;
using Harlinn.WindowsPhone.XNA.Engine.Extensions;
using Harlinn.WindowsPhone.XNA.Engine.Imaging;
namespace FarseerPhysicsIntro
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class FarseerPhysicsIntroGame : WorldGame
{
SpriteBatch spriteBatch;
Texture2D whiteTexture;
SpriteFont defaultSpriteFont;
public FarseerPhysicsIntroGame()
{
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()
{
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);
//whiteTexture = Content.Load<Texture2D>("white");
whiteTexture = new Texture2D(GraphicsDevice, 800, 480);
XNAImage xnaImage = new XNAImage(800, 480);
xnaImage.PerlinNoise(1.2, 0.025 / 2, 0.9, 3, 5);
xnaImage.FillQuad(20, 20,45,45, 300,350, 350,550 , Color.PaleTurquoise);
xnaImage.DrawLine(300, 300, 300, 200, Color.PaleTurquoise);
whiteTexture.Assign(xnaImage);
defaultSpriteFont = Content.Load<SpriteFont>("DefaultSpriteFont");
base.LoadContent();
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
whiteTexture.Dispose();
spriteBatch.Dispose();
spriteBatch = null;
base.UnloadContent();
}
/// <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);
spriteBatch.Begin();
Rectangle rectangle = new Rectangle(0, 0, 800, 480);
spriteBatch.Draw(whiteTexture, rectangle,Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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Chief Architect - Sea Surveillance AS.
Specializing in integrated operations and high performance computing solutions.
I’ve been fooling around with computers since the early eighties, I’ve even done work on CP/M and MP/M.
Wrote my first “real” program on a BBC micro model B based on a series in a magazine at that time. It was fun and I got hooked on this thing called programming ...
A few Highlights:
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- Real-Time Distributed Solutions
- C, C++, C#, Java, TSQL, PL/SQL, Delphi, ActionScript, Perl, Rexx
- Microsoft SQL Server, Oracle RDBMS, IBM DB2, PostGreSQL
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More information about what I do for a living can be found at:
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You can contact me at
espen@harlinn.no