This is the main type for your game
Inheritance: Microsoft.Xna.Framework.Game
Esempio n. 1
0
 /// <summary>
 /// The main entry point for the application.
 /// </summary>
 static void Main(string[] args)
 {
     using (Game1 game = new Game1())
     {
         game.Run();
     }
 }
Esempio n. 2
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        public GamePage(string launchArguments)
        {
            this.InitializeComponent();

            // Create the game.
            _game = XamlGame<Game1>.Create(launchArguments, Window.Current.CoreWindow, this);
        }
 protected override void OnCreate(Bundle bundle)
 {
     base.OnCreate(bundle);
     Game1.Activity = this;
     var g = new Game1();
     SetContentView(g.Window);
     g.Run();
 }
Esempio n. 4
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 static void Main(){
     using (var game = new Game1())
         game.Run();
 }
 public ExplosionParticleSystem(Game1 game, int howManyEffects)
     : base(game, howManyEffects)
 {
 }
Esempio n. 6
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 /// <summary>
 /// Constructs a new ParticleSystem.
 /// </summary>
 /// <param name="game">The host for this particle system. The game keeps the 
 /// content manager and sprite batch for us.</param>
 /// <param name="howManyEffects">the maximum number of particle effects that
 /// are expected on screen at once.</param>
 /// <remarks>it is tempting to set the value of howManyEffects very high.
 /// However, this value should be set to the minimum possible, because
 /// it has a large impact on the amount of memory required, and slows down the
 /// Update and Draw functions.</remarks>
 protected ParticleSystem(Game1 game, int howManyEffects)
     : base(game)
 {
     this.game = game;
     this.howManyEffects = howManyEffects;
 }