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89
Program.cs
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89
Program.cs
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace Barbs
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{
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class Program : Game
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{
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Texture2D ballTexture;
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private GraphicsDeviceManager graphics;
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private SpriteBatch spriteBatch;
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BasicEffect basicEffect;
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Matrix world;
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Matrix view;
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Matrix projection;
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Line testLine;
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Effect lineEffect;
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public Program()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = ".";
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}
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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graphics.PreferredBackBufferHeight = 1824;
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graphics.PreferredBackBufferWidth = 2736;
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graphics.ApplyChanges();
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base.Initialize();
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}
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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ballTexture = Content.Load<Texture2D>("ball");
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world = Matrix.CreateTranslation(0, 0, 0);
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view = Matrix.CreateLookAt(new Vector3(0, 0, 3), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
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projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 0.01f, 100f);
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basicEffect = new BasicEffect(GraphicsDevice);
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lineEffect = Content.Load<Effect>("line");
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Vector2[] arr = { new Vector2(0.0f,0.0f), new Vector2(0.2f,0.5f), new Vector2(0.2f,0.0f), new Vector2(0.5f,0.0f),
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new Vector2(0.7f,-0.5f)};
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this.testLine = new Line(new List<Vector2>(arr), 0.01f, Color.DarkSlateGray);
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this.testLine.InitOnGraphicalDevice(GraphicsDevice);
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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//graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(Color.White);
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// TODO: Add your drawing code here
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// spriteBatch.Begin();
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// spriteBatch.Draw(ballTexture, new Vector2(0, 0), Color.White);
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// spriteBatch.End();
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basicEffect.World = world;
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basicEffect.View = view;
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basicEffect.Projection = projection;
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basicEffect.VertexColorEnabled = true;
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lineEffect.Parameters["WorldViewProjection"].SetValue(world*view*projection);
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this.testLine.Draw(this.lineEffect);
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base.Draw(gameTime);
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}
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static void Main(string[] args)
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{
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var pro = new Program();
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pro.Run();
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}
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}
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}
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