/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
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(); }
static void Main(){ using (var game = new Game1()) game.Run(); }
public ExplosionParticleSystem(Game1 game, int howManyEffects) : base(game, howManyEffects) { }
/// <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; }