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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 | public GraphicsDeviceManager graphics; | |
21 | SpriteBatch spriteBatch; | |
22 | ||
23 | public static int OutlierBounds; | |
24 | ||
25 | public Player Player; | |
26 | ||
27 | Screen EntryScreen; | |
28 | ||
29 | SpriteFont DebugFont; | |
30 | ||
31 | public SuperPolarity() | |
32 | : base() | |
33 | { | |
34 | graphics = new GraphicsDeviceManager(this); | |
35 | graphics.PreferMultiSampling = true; | |
36 | graphics.PreferredBackBufferWidth = 1280; | |
37 | graphics.PreferredBackBufferHeight = 720; | |
38 | graphics.ToggleFullScreen(); | |
39 | ||
40 | Content.RootDirectory = "Content"; | |
41 | ActorFactory.SetGame(this); | |
42 | ParticleEffectFactory.SetGame(this); | |
43 | ActorManager.SetGame(this); | |
44 | ScreenManager.SetGame(this); | |
45 | ||
46 | EntryScreen = (Screen)new GameScreen(this); | |
47 | } | |
48 | ||
49 | /// <summary> | |
50 | /// Allows the game to perform any initialization it needs to before starting to run. | |
51 | /// This is where it can query for any required services and load any non-graphic | |
52 | /// related content. Calling base.Initialize will enumerate through any components | |
53 | /// and initialize them as well. | |
54 | /// </summary> | |
55 | protected override void Initialize() | |
56 | { | |
57 | base.Initialize(); | |
58 | ||
59 | InputController.RegisterEventForKey("fullScreenToggle", Keys.F11); | |
60 | InputController.Bind("fullScreenToggle", HandleFullScreenToggle); | |
61 | ||
62 | EntryScreen.Initialize(); | |
63 | ScreenManager.Push(EntryScreen); | |
64 | ||
65 | OutlierBounds = 100; | |
66 | } | |
67 | ||
68 | protected void HandleFullScreenToggle(float value) | |
69 | { | |
70 | graphics.ToggleFullScreen(); | |
71 | graphics.ApplyChanges(); | |
72 | } | |
73 | ||
74 | /// <summary> | |
75 | /// LoadContent will be called once per game and is the place to load | |
76 | /// all of your content. | |
77 | /// </summary> | |
78 | protected override void LoadContent() | |
79 | { | |
80 | // Create a new SpriteBatch, which can be used to draw textures. | |
81 | spriteBatch = new SpriteBatch(GraphicsDevice); | |
82 | ||
83 | EntryScreen.LoadContent(); | |
84 | ||
85 | Player = new Player(); | |
86 | DebugFont = Content.Load<SpriteFont>("Fonts\\SegoeUIMono14"); | |
87 | } | |
88 | ||
89 | /// <summary> | |
90 | /// UnloadContent will be called once per game and is the place to unload | |
91 | /// all content. | |
92 | /// </summary> | |
93 | protected override void UnloadContent() | |
94 | { | |
95 | // TODO: Unload any non ContentManager content here | |
96 | } | |
97 | ||
98 | /// <summary> | |
99 | /// Allows the game to run logic such as updating the world, | |
100 | /// checking for collisions, gathering input, and playing audio. | |
101 | /// </summary> | |
102 | /// <param name="gameTime">Provides a snapshot of timing values.</param> | |
103 | protected override void Update(GameTime gameTime) | |
104 | { | |
105 | if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | |
106 | Exit(); | |
107 | ||
108 | ScreenManager.Update(gameTime); | |
109 | ||
110 | base.Update(gameTime); | |
111 | } | |
112 | ||
113 | /// <summary> | |
114 | /// This is called when the game should draw itself. | |
115 | /// </summary> | |
116 | /// <param name="gameTime">Provides a snapshot of timing values.</param> | |
117 | protected override void Draw(GameTime gameTime) | |
118 | { | |
119 | GraphicsDevice.Clear(Color.White); | |
120 | ||
121 | spriteBatch.Begin(); | |
122 | ||
123 | ScreenManager.Draw(spriteBatch); | |
124 | ||
125 | spriteBatch.DrawString(DebugFont, "Score: " + Player.Score.ToString(), new Vector2(10, 10), Color.LightGray); | |
126 | spriteBatch.DrawString(DebugFont, "Multiplier: " + Player.Multiplier.ToString(), new Vector2(10, 30), Color.LightGray); | |
127 | spriteBatch.DrawString(DebugFont, "Lives: " + Player.Lives.ToString(), new Vector2(10, 50), Color.LightGray); | |
128 | ||
129 | spriteBatch.End(); | |
130 | ||
131 | base.Draw(gameTime); | |
132 | } | |
133 | } | |
134 | } |