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Game1.cs
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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
// Thanks to Ziggyware tutorial found in: http://www.ziggyware.com/readarticle.php?article_id=72
namespace Microsoft.Xna.Samples.Storage
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont font;
SaveGame loaded;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = true;
}
/// <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();
// Save Game Data
SaveGameStorage storage = new SaveGameStorage();
SaveGame sg = new SaveGame();
sg.Name = "Ziggy";
sg.HiScore = 1000;
sg.Date = DateTime.Now;
sg.DontKeep = 123;
storage.Save(sg);
//load the data back in to test if it was successful
loaded = storage.Load();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load<Microsoft.Xna.Framework.Graphics.SpriteFont>("SpriteFont1");
}
/// <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)
{
// 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);
spriteBatch.Begin();
spriteBatch.DrawString(font,"Name: " + loaded.Name,new Vector2(20,100),Color.Black);
spriteBatch.DrawString(font,"Hi Score: " + loaded.HiScore.ToString(),new Vector2(20,130),Color.Black);
spriteBatch.DrawString(font,"Date: " + loaded.Date.ToString(),new Vector2(20,160),Color.Black);
spriteBatch.DrawString(font,"Dont Keep: " + loaded.DontKeep.ToString(),new Vector2(20,190),Color.Black);
spriteBatch.End();
base.Draw(gameTime);
}
}
}