The Code-Bin
Links
Home
Add your code!
All Listings
About
Latest Entry
Featured Scripts
Author's Website
Latest Entries
FFMPEG Thumbnail Scr...
PHP, 0.8KB
Jul. 29, 10:24pm
John
Z80 Assembler, 190 bytes
Feb. 17, 3:36am
John
Z80 Assembler, 176 bytes
Sep. 13, 2:19am
John
Z80 Assembler, 77 bytes
Sep. 13, 2:18am
John
Z80 Assembler, 209 bytes
Sep. 13, 2:17am
mycode
Posted by: owenbart | January 8, 2011 @ 12:52pm
C# Code
[
Download
]
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; namespace SpriteBounce1 { /// <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> /// Texture2D hkSprite; Vector2 spritePosition = Vector2.Zero; protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); hkSprite = Content.Load<Texture2D>("hkSprite"); // 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); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.Draw(hkSprite, spritePosition, Color.Bisque); spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); } } }
Syntax Highlighting
[
Open in new window
]
Author Comments
none
Rating
4.55 / 8
75 Votes
http://codebin.yi.org/1046
page generated in 0.00 seconds