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MapGenApp.cs
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// Copyright (c) 2015, Lavender Moon
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of MapGenerator nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// This software is provided by the copyright holders and contributors "as is"
// and any express or implied warranties, including, but not limited to, the
// implied warranties of merchantability and fitness for a particular purpose are
// disclaimed. In no event shall the copyright holder or contributors be liable
// for any direct, indirect, incidental, special, exemplary, or consequential
// damages (including, but not limited to, procurement of substitute goods or
// services; loss of use, data, or profits; or business interruption) however
// caused and on any theory of liability, whether in contract, strict liability,
// or tort (including negligence or otherwise) arising in any way out of the use
// of this software, even if advised of the possibility of such damage.
//
// DESCRIPTION:
// Graphical application used to test the map generator.
using MapGenerator.Libraries;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace MapGenerator
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class MapGenApp : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private Primitives2D _primitives;
public MapGenApp()
{
_graphics = new GraphicsDeviceManager(this);
}
/// <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);
_primitives = new Primitives2D(_spriteBatch);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
if (_primitives != null)
{
_primitives.Dispose();
}
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
{
Exit();
}
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);
base.Draw(gameTime);
}
}
}