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CHAPTER 1 s GAME PLANNING AND PROGRAMMING BASICS
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Update() - Read user input, do calculations, and test for game ending (Game1.cs) Draw() Renderization code (Game1.cs) UnloadContent() Free graphics resources (Game1.cs)
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Comparing the two preceding pseudocode excerpts, you can see that the Windows Game project type provides you with a ready-made basic game structure, so you can start by including your game-specific code. Let s see the details for each of the project files. Opening the Program.cs file, you can see that there are only ten code lines (not counting the using statements), as presented in the following code snippet:
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static class Program { static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } } }
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This code fragment includes the Program class, where you have the XNA application entry point the Main function. This function has only two lines: one for creating the game object from the Game1 class, and another for calling the Run method of this object, which, as you already know, starts the game loop. Note that by creating the object in a using statement, it is automatically freed when the statement ends. Another point to remember is that the args argument on the Main function receives the command-line parameters used when calling the game. If you wish to include command-line arguments in your game such as special cheat codes for helping you test the game this is where you need to deal with them. The Game1 class is implemented in the Game1.cs file. A quick look at the Game1 class in this file shows you that it s derived from the Microsoft.Xna.Framework.Game class, the base class offered by XNA that encapsulates window creation, graphics, audio and input initialization, and the basic game logic we already talked about. Let s open it to explore its details in the next sections.
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The Game1 class starts by defining and creating objects that will reference the graphics device manager, most commonly referred to in the gaming world as device, and a SpriteBatch object, used to draw text and 2-D images. The Game1 class constructor also
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CHAPTER 1 s GAME PLANNING AND PROGRAMMING BASICS
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configures the root directory for the content manager, which is the entry point for the XNA Content Pipeline, so the XNA Framework is informed of where to find the game content (graphics, sounds, 3-D models, fonts, and so on). The following code bit presents the device and content manager initialization:
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public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch;
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public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; }
You don t need to change these first lines, nor include code here you can simply use them as is. In the next sections we ll see some details about the device and the Content Pipeline, so you can get an overall idea of what s happening behind the scenes.
The Graphics Device Manager
The graphics device manager, or simply device, is your entry point to the graphics handling layer, and includes methods, properties, and events that allow you to query and change this layer. In other words, the device represents the way to manage the access to the graphic card feature. For now, all you need to know is that by creating the graphics object of the GraphicsDeviceManager class, a game window is created for you, and you ll use the graphics object when performing any graphics operation. All the complexities about querying the features and initializing the 3-D graphics layer are hidden from you.
The Content Pipeline Manager
The Content Pipeline is one of the most interesting features XNA brings you, because it simplifies how your game deals with content generated by different content generation tools. In a non-XNA game, you have to worry about how to load game content as audio, graphics, and 3-D models: Where is the content located How will your program read this content Do you have the right libraries to read the content in the format it was created in, by the commercial 3-D tool you re using to create it
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