C#
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Game1
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
// переменная
Texture2D rectangleBlock;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = true;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 480;
graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
}
/// <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>
/// 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);
// создаем элемент
rectangleBlock = new Texture2D(GraphicsDevice, 1, 1);
Microsoft.Xna.Framework.Color xnaColorBorder = new Microsoft.Xna.Framework.Color(128, 128, 128); // default color gray
rectangleBlock.SetData(new[] { xnaColorBorder });
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// рисуем текст
spriteBatch.Begin();
Microsoft.Xna.Framework.Point position = new Microsoft.Xna.Framework.Point(100, 50); // position
Microsoft.Xna.Framework.Point size = new Microsoft.Xna.Framework.Point(30, 20); // size
Rectangle rectangle = new Microsoft.Xna.Framework.Rectangle(position, size);
Microsoft.Xna.Framework.Color color = new Microsoft.Xna.Framework.Color(255, 255, 0); // color yellow
spriteBatch.Draw(rectangleBlock, rectangle, color);
spriteBatch.End();
base.Draw(gameTime);
}
}
}