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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 Microsoft.Xna.Framework.Media; | |
11 | using Microsoft.Xna.Framework.Audio; | |
12 | using SuperPolarity; | |
13 | using Tao.Sdl; | |
14 | #endregion | |
15 | ||
16 | namespace SuperPolarity | |
17 | { | |
18 | /// <summary> | |
19 | /// This is the main type for your game | |
20 | /// </summary> | |
21 | public class SuperPolarity : Game | |
22 | { | |
23 | public GraphicsDeviceManager graphics; | |
24 | SpriteBatch spriteBatch; | |
25 | ||
26 | public static int OutlierBounds; | |
27 | ||
28 | public Player Player; | |
29 | ||
30 | Screen EntryScreen; | |
31 | ||
32 | protected SoundEffect GameSong; | |
33 | protected SoundEffectInstance GameSongHandle; | |
34 | protected SoundEffect GameOverSound; | |
35 | ||
36 | public SuperPolarity() | |
37 | : base() | |
38 | { | |
39 | graphics = new GraphicsDeviceManager(this); | |
40 | Components.Add(new GamerServicesComponent(this)); | |
41 | ||
42 | graphics.PreferMultiSampling = true; | |
43 | graphics.PreferredBackBufferHeight = 720; | |
44 | graphics.PreferredBackBufferWidth = 1280; | |
45 | //graphics.ToggleFullScreen(); | |
46 | ||
47 | Content.RootDirectory = "Content"; | |
48 | ActorFactory.SetGame(this); | |
49 | ParticleEffectFactory.SetGame(this); | |
50 | ActorManager.SetGame(this); | |
51 | ScreenManager.SetGame(this); | |
52 | ||
53 | EntryScreen = (Screen)new TitleScreen(this); | |
54 | } | |
55 | ||
56 | /// <summary> | |
57 | /// Allows the game to perform any initialization it needs to before starting to run. | |
58 | /// This is where it can query for any required services and load any non-graphic | |
59 | /// related content. Calling base.Initialize will enumerate through any components | |
60 | /// and initialize them as well. | |
61 | /// </summary> | |
62 | protected override void Initialize() | |
63 | { | |
64 | base.Initialize(); | |
65 | ||
66 | InputController.RegisterEventForKey("fullScreenToggle", Keys.F11); | |
67 | InputController.Bind("fullScreenToggle", HandleFullScreenToggle); | |
68 | ||
69 | EntryScreen.Initialize(); | |
70 | ||
71 | OutlierBounds = 100; | |
72 | } | |
73 | ||
74 | protected void HandleFullScreenToggle(float value) | |
75 | { | |
76 | graphics.ToggleFullScreen(); | |
77 | graphics.ApplyChanges(); | |
78 | } | |
79 | ||
80 | /// <summary> | |
81 | /// LoadContent will be called once per game and is the place to load | |
82 | /// all of your content. | |
83 | /// </summary> | |
84 | protected override void LoadContent() | |
85 | { | |
86 | ||
87 | MediaPlayer.IsRepeating = true; | |
88 | GameSong = Content.Load<SoundEffect>("Sound\\polaritytheme"); | |
89 | GameSongHandle = GameSong.CreateInstance(); | |
90 | GameOverSound = Content.Load<SoundEffect>("Sound\\gameover"); | |
91 | ||
92 | // Create a new SpriteBatch, which can be used to draw textures. | |
93 | spriteBatch = new SpriteBatch(GraphicsDevice); | |
94 | ||
95 | ScreenManager.Push(EntryScreen); | |
96 | ||
97 | Player = new Player(this); | |
98 | } | |
99 | ||
100 | /// <summary> | |
101 | /// UnloadContent will be called once per game and is the place to unload | |
102 | /// all content. | |
103 | /// </summary> | |
104 | protected override void UnloadContent() | |
105 | { | |
106 | // TODO: Unload any non ContentManager content here | |
107 | } | |
108 | ||
109 | /// <summary> | |
110 | /// Allows the game to run logic such as updating the world, | |
111 | /// checking for collisions, gathering input, and playing audio. | |
112 | /// </summary> | |
113 | /// <param name="gameTime">Provides a snapshot of timing values.</param> | |
114 | protected override void Update(GameTime gameTime) | |
115 | { | |
116 | if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | |
117 | Exit(); | |
118 | ||
119 | ScreenManager.Update(gameTime); | |
120 | ||
121 | Player.Update(); | |
122 | ||
123 | base.Update(gameTime); | |
124 | } | |
125 | ||
126 | /// <summary> | |
127 | /// This is called when the game should draw itself. | |
128 | /// </summary> | |
129 | /// <param name="gameTime">Provides a snapshot of timing values.</param> | |
130 | protected override void Draw(GameTime gameTime) | |
131 | { | |
132 | GraphicsDevice.Clear(Color.White); | |
133 | ||
134 | spriteBatch.Begin(); | |
135 | ||
136 | ScreenManager.Draw(spriteBatch); | |
137 | ||
138 | spriteBatch.End(); | |
139 | ||
140 | base.Draw(gameTime); | |
141 | } | |
142 | ||
143 | public void PlaySong(string songName) | |
144 | { | |
145 | // temp stuff before media manager is in | |
146 | if (songName == "game") | |
147 | { | |
148 | GameSongHandle.Play(); | |
149 | } | |
150 | } | |
151 | ||
152 | public void GameOver() | |
153 | { | |
154 | var scoreScreen = new ScoreScreen(this); | |
155 | scoreScreen.Initialize(); | |
156 | ||
157 | GameSongHandle.Stop(); | |
158 | GameOverSound.Play(); | |
159 | ScreenManager.Pop(); | |
160 | ScreenManager.Push(scoreScreen); | |
161 | } | |
162 | } | |
163 | } |