using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Pacman.Classes; namespace Pacman { public class Game1 : Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; public Map _map; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsMouseVisible = true; _map = new Map(); } protected override void Initialize() { // TODO: Add your initialization logic here _graphics.PreferredBackBufferWidth = 552; _graphics.PreferredBackBufferHeight = 600; _graphics.ApplyChanges(); base.Initialize(); } protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Map.LoadContent(Content); } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // TODO: Add your update logic here base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here _spriteBatch.Begin(); _map.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); } } }