Difference between revisions of "XNA First Sound Project"
esse quam videri
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+ | ==Setup Project in GSE== | ||
+ | |||
[[Image:GameStudioExpressNewProject.png]] | [[Image:GameStudioExpressNewProject.png]] | ||
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[[Image:GameStudioExpressNewFolder.png]] | [[Image:GameStudioExpressNewFolder.png]] | ||
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+ | ==XACT Time== | ||
[[Image:XACTOpen.png]] | [[Image:XACTOpen.png]] | ||
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[[Image:XACTABuild.png]] | [[Image:XACTABuild.png]] | ||
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+ | ==Import into GSE== | ||
[[Image:GameStudioExpressAddExistingItem.png]] | [[Image:GameStudioExpressAddExistingItem.png]] | ||
+ | |||
+ | [[Image:GameStudioExpressAddExistingItemXAPFile.png]] | ||
+ | |||
+ | [[Image:GameStudioExpressCopyIfNewer.png]] | ||
+ | |||
+ | ==Time to Code== |
Revision as of 22:43, 2 July 2007
Setup Project in GSE
<csharp>
- region Using Statements
using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage;
- endregion
namespace TestGame1 {
/// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; ContentManager content;
public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); }
/// <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> /// Load your graphics content. If loadAllContent is true, you should /// load content from both ResourceManagementMode pools. Otherwise, just /// load ResourceManagementMode.Manual content. /// </summary> /// <param name="loadAllContent">Which type of content to load.</param> protected override void LoadGraphicsContent(bool loadAllContent) { if (loadAllContent) { // TODO: Load any ResourceManagementMode.Automatic content }
// TODO: Load any ResourceManagementMode.Manual content }
/// <summary> /// Unload your graphics content. If unloadAllContent is true, you should /// unload content from both ResourceManagementMode pools. Otherwise, just /// unload ResourceManagementMode.Manual content. Manual content will get /// Disposed by the GraphicsDevice during a Reset. /// </summary> /// <param name="unloadAllContent">Which type of content to unload.</param> protected override void UnloadGraphicsContent(bool unloadAllContent) { if (unloadAllContent == true) { content.Unload(); } }
/// <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 default game to exit on Xbox 360 and Windows 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) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
base.Draw(gameTime); } }
} </csharp>