Can't draw a sprite?

I’m new. It’s just a blank, blue screen with black borders. I loaded and built all of the images correctly through MGCB editor

Blockquote
using Cocos2D;
using CocosDenshion;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Doggo
{
public class FoxLife : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D player;
Texture2D forest;

    public FoxLife() : base()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
        CCApplication application = new AppDelegate(this, graphics);
        this.Components.Add(application);


    }
    protected override void Initialize()
    {
        base.Initialize();
    }
    protected override void LoadContent()
    {
        spriteBatch = new SpriteBatch(GraphicsDevice);
        player = Content.Load<Texture2D>("Fox");
        forest = Content.Load<Texture2D>("Forest");
    }
    protected override void UnloadContent()
    {
    }
    protected override void Update(GameTime gameTime)
    {   
        base.Update(gameTime);
    }
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.Violet);
        spriteBatch.Begin();
        spriteBatch.Draw(forest, new Vector2(150, 300), Color.White);
        spriteBatch.Draw(player, new Vector2(0, 0), Color.White);
        spriteBatch.End();
        base.Draw(gameTime);
    }

    private void ExitGame()
    {
        CCSimpleAudioEngine.SharedEngine.RestoreMediaState();
        Exit();
    }
}

}

Is it possible that component you are adding is overriding your draw commands? That is not part of the standard Monogame template. I’m not sure what it is.

        CCApplication application = new AppDelegate(this, graphics);
        this.Components.Add(application);