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1 | #region Using Statements |
2 | using System; | |
3 | using System.Collections.Generic; | |
4 | using Microsoft.Xna.Framework; | |
5 | using Microsoft.Xna.Framework.Content; | |
6 | using Microsoft.Xna.Framework.Graphics; | |
7 | using Microsoft.Xna.Framework.Input; | |
8 | using Microsoft.Xna.Framework.Storage; | |
9 | using Microsoft.Xna.Framework.GamerServices; | |
10 | using SuperPolarity; | |
11 | #endregion | |
12 | ||
13 | namespace SuperPolarity | |
14 | { | |
15 | /// <summary> | |
16 | /// This is the main type for your game | |
17 | /// </summary> | |
18 | public class SuperPolarity : Game | |
19 | { | |
20 | GraphicsDeviceManager graphics; | |
21 | SpriteBatch spriteBatch; | |
22 | ||
23 | MainShip player; | |
24 | ||
25 | public SuperPolarity() | |
26 | : base() | |
27 | { | |
28 | graphics = new GraphicsDeviceManager(this); | |
29 | Content.RootDirectory = "Content"; | |
30 | } | |
31 | ||
32 | /// <summary> | |
33 | /// Allows the game to perform any initialization it needs to before starting to run. | |
34 | /// This is where it can query for any required services and load any non-graphic | |
35 | /// related content. Calling base.Initialize will enumerate through any components | |
36 | /// and initialize them as well. | |
37 | /// </summary> | |
38 | protected override void Initialize() | |
39 | { | |
40 | player = new MainShip(); | |
41 | ||
42 | base.Initialize(); | |
43 | } | |
44 | ||
45 | /// <summary> | |
46 | /// LoadContent will be called once per game and is the place to load | |
47 | /// all of your content. | |
48 | /// </summary> | |
49 | protected override void LoadContent() | |
50 | { | |
51 | // Create a new SpriteBatch, which can be used to draw textures. | |
52 | spriteBatch = new SpriteBatch(GraphicsDevice); | |
53 | ||
54 | Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); | |
55 | ||
56 | player.Initialize(Content.Load<Texture2D>("Graphics\\player"), playerPosition); | |
57 | } | |
58 | ||
59 | /// <summary> | |
60 | /// UnloadContent will be called once per game and is the place to unload | |
61 | /// all content. | |
62 | /// </summary> | |
63 | protected override void UnloadContent() | |
64 | { | |
65 | // TODO: Unload any non ContentManager content here | |
66 | } | |
67 | ||
68 | /// <summary> | |
69 | /// Allows the game to run logic such as updating the world, | |
70 | /// checking for collisions, gathering input, and playing audio. | |
71 | /// </summary> | |
72 | /// <param name="gameTime">Provides a snapshot of timing values.</param> | |
73 | protected override void Update(GameTime gameTime) | |
74 | { | |
75 | if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | |
76 | Exit(); | |
77 | ||
78 | // TODO: Add your update logic here | |
79 | ||
80 | base.Update(gameTime); | |
81 | } | |
82 | ||
83 | /// <summary> | |
84 | /// This is called when the game should draw itself. | |
85 | /// </summary> | |
86 | /// <param name="gameTime">Provides a snapshot of timing values.</param> | |
87 | protected override void Draw(GameTime gameTime) | |
88 | { | |
89 | GraphicsDevice.Clear(Color.CornflowerBlue); | |
90 | ||
91 | spriteBatch.Begin(); | |
92 | ||
93 | player.Draw(spriteBatch); | |
94 | ||
95 | spriteBatch.End(); | |
96 | ||
97 | base.Draw(gameTime); | |
98 | } | |
99 | } | |
100 | } |