Game Development Reference
In-Depth Information
using
Microsoft.Xna.Framework;
1
using
Microsoft.Xna.Framework.Graphics;
2
using
Microsoft.Xna.Framework.Media;
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4
5
class
SpriteDrawing : Game
{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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Texture2D balloon;
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10
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static void
Main()
{
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SpriteDrawing game =
new
SpriteDrawing();
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game.Run();
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}
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public
SpriteDrawing()
{
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Content.RootDirectory = "Content";
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graphics =
new
GraphicsDeviceManager(
this
);
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}
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protected override void
LoadContent()
{
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spriteBatch =
new
SpriteBatch(GraphicsDevice);
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balloon = Content.Load<Texture2D>("spr_lives");
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MediaPlayer.Play(Content.Load<Song>("snd_music"));
}
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protected override void
Draw(GameTime gameTime)
{
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GraphicsDevice.Clear(Color.White);
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spriteBatch.Begin();
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spriteBatch.Draw(balloon, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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}
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Listing 4.2
A program that displays a sprite on a white background
Let us now look at how we can load a sprite from a file and store it somewhere
in the memory (using a variable). We will need this variable in several different
methods. In the
LoadContent
method, we have to load the sprite and store it in the
variable. In the
Draw
method, we can access the variable in order to draw the sprite
on the screen. Therefore, we declare this variable at the class body level, so that