C# XNA port to Typescript
This is an early attempt to convert the C# XNA library to Typescript.
Drawing is 2d only at the moment via the HTML Canvas.
/// <summary>
/// This is the main type for your game
/// </summary>
export class TestGame extends Game {
graphics: GraphicsDeviceManager;
spriteBatch: SpriteBatch;
constructor() {
super();
this.graphics = new GraphicsDeviceManager(this);
this.Content.RootDirectory = "Content";
}
/// <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 Initialize(): void {
// TODO: Add your initialization logic here
super.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected LoadContent(): void {
// Create a new SpriteBatch, which can be used to draw textures.
this.spriteBatch = new SpriteBatch(this.GraphicsDevice);
// TODO: use this.Content to load your game 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 Update(gameTime: GameTime): void {
// TODO: Add your update logic here
super.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected Draw(gameTime: GameTime): void {
this.GraphicsDevice.Clear(Color.CornflowerBlue);
}
}
Will yield something like this: