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We won't worry about the reason why we must do this at this point. We will simply follow the instructions and make the call.

The end of the program

That completes the explanation for this program. Because of the simplicity of the program, we had no need to override the following methods (see Listing 3 ):

  • Initialize
  • UnloadContent
  • Update

We will develop more complicated programs in future modules and will have a need to override one of more of these methods. I will explain them at that time.

Run the program

I encourage you to copy the code from Listing 10 . Use that code to create an XNA project. Compile and run the project. Experiment with the code, makingchanges, and observing the results of your changes. Make certain that you can explain why your changes behave as they do.

Run my program

Click here to download a zip file containing my version of the program. Extract the folder named XNA0118Proj from the zip file and save it somewhere on your disk. Start Visual C# 2010 Express and select Open Project... from the File menu. Navigate to the project folder and select the file with the extension of .sln . This should cause the project to open and be ready to run or debug as described in the earlier module titled Getting Started .

Summary

In this module, I used a very simple XNA program to teach you many of the details regarding the incorporation of the XNA framework into theobject-oriented C# programming language. I also taught you about constructors, the this keyword, the base keyword, and some of the differences between a Console Application and a Windows Game application.

Miscellaneous

This section contains a variety of miscellaneous information.

Housekeeping material
  • Module name: Xna0118-The XNA Framework and the Game Class
  • File: Xna0118.htm
  • Published: 02/28/14
Disclaimers:

Financial : Although the Connexions site makes it possible for you to download a PDF file for thismodule at no charge, and also makes it possible for you to purchase a pre-printed version of the PDF file, you should beaware that some of the HTML elements in this module may not translate well into PDF.

I also want you to know that, I receive no financial compensation from the Connexions website even if you purchase the PDF version of the module.

In the past, unknown individuals have copied my modules from cnx.org, converted them to Kindle books, and placed them for sale on Amazon.com showing me as the author. Ineither receive compensation for those sales nor do I know who does receive compensation. If you purchase such a book, please beaware that it is a copy of a module that is freely available on cnx.org and that it was made and published withoutmy prior knowledge.

Affiliation : I am a professor of Computer Information Technology at Austin Community College in Austin, TX.

Complete program listing

A complete listing of the XNA program discussed in this module is provided in Listing 10 .

Listing 10 . The Game1 class for the project named XNA0118Proj.

using System.Collections.Generic; using System.Linq;using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio;using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices;using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input;using Microsoft.Xna.Framework.Media; namespace XNA0118Proj{public class Game1 : Microsoft.Xna.Framework.Game{ GraphicsDeviceManager graphics;SpriteBatch spriteBatch; public Game1(){ graphics = new GraphicsDeviceManager(this);Content.RootDirectory = "Content"; }protected override void Initialize() {// TODO: Add your initialization logic here base.Initialize();} //Declare two variablesTexture2D myTexture; Vector2 spritePosition = new Vector2(10.0f, 15.0f);protected override void LoadContent() {// Create a new SpriteBatch, which can be used // to draw textures.spriteBatch = new SpriteBatch(GraphicsDevice); //Load the imagemyTexture = Content.Load<Texture2D>("gorightarrow"); }//end LoadContentprotected override void UnloadContent() {// TODO: Unload any non ContentManager content here }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 herebase.Update(gameTime); }protected override void Draw(GameTime gameTime) {GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin();spriteBatch.Draw(myTexture, spritePosition, Color.White); spriteBatch.End();base.Draw(gameTime); }//end Draw method}//End class }//End namespace

-end-

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Source:  OpenStax, Xna game studio. OpenStax CNX. Feb 28, 2014 Download for free at https://legacy.cnx.org/content/col11634/1.6
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