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Game1.cs
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#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
using System.Diagnostics;
#endregion
namespace MonoGameSaveManager
{
/// <summary>
/// A basic game to test out the SaveManager functionality.
/// Just follow along with the comments.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SaveManager save;
bool saved = false;
public Game1()
: base()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
string saveFolder = "SaveManagerTest"; // put your save folder name here
string saveFile = "test.sav"; // put your save file name here
// Pick one:
// - this will use the XNA StorageDevice method.
save = new StorageDeviceSaveManager(saveFolder, saveFile, PlayerIndex.One);
// - this will use the .NET IsolatedStorage method.
//save = new IsolatedStorageSaveManager(saveFolder, saveFile);
}
/// <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);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all 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 || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// test save stuff
// since this is Update, i don't want it to keep saving every tick
if (!saved)
{
saved = true;
// let's make up some save data
save.Data.testInt = 434;
save.Data.testBool = false;
save.Data.testString = "wow a test";
// save it
save.Save();
// erase data so we can check if loading works
save.Data = new SaveData();
// load it back
save.Load();
// did it work? let's hope so!
// this will show up in Visual Studio's Output window when running.
// you can also just use a Breakpoint or whatever.
Debug.WriteLine("final save data:");
Debug.WriteLine("testInt = " + save.Data.testInt);
Debug.WriteLine("testBool = " + save.Data.testBool);
Debug.WriteLine("testString = " + save.Data.testString);
}
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);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}