/// <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 graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft; graphics.IsFullScreen = true; graphics.ApplyChanges(); viewport = GraphicsDevice.Viewport; int width = viewport.Width; int height = viewport.Height; if (width > height) { int temp = width; width = height; height = temp; } graphics.PreferredBackBufferHeight = height; graphics.PreferredBackBufferWidth = width; graphics.SupportedOrientations = DisplayOrientation.Portrait; graphics.IsFullScreen = true; graphics.ApplyChanges(); viewport = GraphicsDevice.Viewport; currentState = new GameState(graphics, Content, viewport); currentState.Initialize(); AdGameComponent.Initialize(this, appID); Components.Add(AdGameComponent.Current); // Create an actual ad for display. CreateAd(); base.Initialize(); }
/// <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 currentState = currentState.Update(gameTime); base.Update(gameTime); }