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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 static GraphicsDeviceManager graphics; | |
21 | SpriteBatch spriteBatch; | |
22 | ||
23 | public static int OutlierBounds; | |
24 | ||
25 | public SuperPolarity() | |
26 | : base() | |
27 | { | |
28 | SuperPolarity.graphics = new GraphicsDeviceManager(this); | |
29 | SuperPolarity.graphics.PreferMultiSampling = true; | |
30 | Content.RootDirectory = "Content"; | |
31 | ActorFactory.SetGame(this); | |
32 | ParticleEffectFactory.SetGame(this); | |
33 | ActorManager.SetGame(this); | |
34 | } | |
35 | ||
36 | /// <summary> | |
37 | /// Allows the game to perform any initialization it needs to before starting to run. | |
38 | /// This is where it can query for any required services and load any non-graphic | |
39 | /// related content. Calling base.Initialize will enumerate through any components | |
40 | /// and initialize them as well. | |
41 | /// </summary> | |
42 | protected override void Initialize() | |
43 | { | |
44 | base.Initialize(); | |
45 | ||
46 | OutlierBounds = 100; | |
47 | ||
48 | InputController.RegisterEventForButton("changePolarity", Buttons.A); | |
49 | InputController.RegisterEventForKey("changePolarity", Keys.Z); | |
50 | ||
51 | InputController.RegisterEventForButton("shoot", Buttons.X); | |
52 | InputController.RegisterEventForKey("shoot", Keys.X); | |
53 | } | |
54 | ||
55 | /// <summary> | |
56 | /// LoadContent will be called once per game and is the place to load | |
57 | /// all of your content. | |
58 | /// </summary> | |
59 | protected override void LoadContent() | |
60 | { | |
61 | // Create a new SpriteBatch, which can be used to draw textures. | |
62 | spriteBatch = new SpriteBatch(GraphicsDevice); | |
63 | ||
64 | Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); | |
65 | ||
66 | Renderer.CheckIn(ActorFactory.CreateMainShip(playerPosition)); | |
67 | Renderer.CheckIn(ActorFactory.CreateShip(Ship.Polarity.Positive, new Vector2(200, 200))); | |
68 | Renderer.CheckIn(ActorFactory.CreateShip(Ship.Polarity.Negative, new Vector2(400, 200))); | |
69 | } | |
70 | ||
71 | /// <summary> | |
72 | /// UnloadContent will be called once per game and is the place to unload | |
73 | /// all content. | |
74 | /// </summary> | |
75 | protected override void UnloadContent() | |
76 | { | |
77 | // TODO: Unload any non ContentManager content here | |
78 | } | |
79 | ||
80 | /// <summary> | |
81 | /// Allows the game to run logic such as updating the world, | |
82 | /// checking for collisions, gathering input, and playing audio. | |
83 | /// </summary> | |
84 | /// <param name="gameTime">Provides a snapshot of timing values.</param> | |
85 | protected override void Update(GameTime gameTime) | |
86 | { | |
87 | if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | |
88 | Exit(); | |
89 | ||
90 | // TODO: Add your update logic here | |
91 | ||
92 | InputController.UpdateInput(); | |
93 | ActorManager.Update(gameTime); | |
94 | ||
95 | base.Update(gameTime); | |
96 | } | |
97 | ||
98 | /// <summary> | |
99 | /// This is called when the game should draw itself. | |
100 | /// </summary> | |
101 | /// <param name="gameTime">Provides a snapshot of timing values.</param> | |
102 | protected override void Draw(GameTime gameTime) | |
103 | { | |
104 | GraphicsDevice.Clear(Color.White); | |
105 | ||
106 | spriteBatch.Begin(); | |
107 | ||
108 | Renderer.Draw(spriteBatch); | |
109 | ||
110 | spriteBatch.End(); | |
111 | ||
112 | base.Draw(gameTime); | |
113 | } | |
114 | } | |
115 | } |