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[rbdr/super-polarity] / SuperPolarity / SuperPolarity.cs
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 Song TitleSong;
33 protected Song GameSong;
34 protected SoundEffect GameOverSound;
35
36 public SuperPolarity()
37 : base()
38 {
39 graphics = new GraphicsDeviceManager(this);
40 Components.Add(new GamerServicesComponent(this));
41
42 Content.RootDirectory = "Content";
43 ActorFactory.SetGame(this);
44 ParticleEffectFactory.SetGame(this);
45 ActorManager.SetGame(this);
46 ScreenManager.SetGame(this);
47
48 EntryScreen = (Screen)new TitleScreen(this);
49 }
50
51 /// <summary>
52 /// Allows the game to perform any initialization it needs to before starting to run.
53 /// This is where it can query for any required services and load any non-graphic
54 /// related content. Calling base.Initialize will enumerate through any components
55 /// and initialize them as well.
56 /// </summary>
57 protected override void Initialize()
58 {
59 base.Initialize();
60
61 graphics.PreferMultiSampling = true;
62 graphics.PreferredBackBufferHeight = 720;
63 graphics.PreferredBackBufferWidth = 1280;
64 //graphics.ToggleFullScreen();
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<Song>("Sound\\polaritytheme");
89 GameOverSound = Content.Load<SoundEffect>("Sound\\gameover");
90
91 // Create a new SpriteBatch, which can be used to draw textures.
92 spriteBatch = new SpriteBatch(GraphicsDevice);
93
94 ScreenManager.Push(EntryScreen);
95
96 Player = new Player(this);
97 }
98
99 /// <summary>
100 /// UnloadContent will be called once per game and is the place to unload
101 /// all content.
102 /// </summary>
103 protected override void UnloadContent()
104 {
105 // TODO: Unload any non ContentManager content here
106 }
107
108 /// <summary>
109 /// Allows the game to run logic such as updating the world,
110 /// checking for collisions, gathering input, and playing audio.
111 /// </summary>
112 /// <param name="gameTime">Provides a snapshot of timing values.</param>
113 protected override void Update(GameTime gameTime)
114 {
115 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
116 Exit();
117
118 ScreenManager.Update(gameTime);
119
120 Player.Update();
121
122 base.Update(gameTime);
123 }
124
125 /// <summary>
126 /// This is called when the game should draw itself.
127 /// </summary>
128 /// <param name="gameTime">Provides a snapshot of timing values.</param>
129 protected override void Draw(GameTime gameTime)
130 {
131 GraphicsDevice.Clear(Color.White);
132
133 spriteBatch.Begin();
134
135 ScreenManager.Draw(spriteBatch);
136
137 spriteBatch.End();
138
139 base.Draw(gameTime);
140 }
141
142 public void PlaySong(string songName)
143 {
144 // temp stuff before media manager is in
145 if (songName == "game")
146 {
147 MediaPlayer.Play(GameSong);
148 }
149 }
150
151 public void GameOver()
152 {
153 var scoreScreen = new ScoreScreen(this);
154 scoreScreen.Initialize();
155
156 MediaPlayer.Stop();
157 GameOverSound.Play();
158 ScreenManager.Pop();
159 ScreenManager.Push(scoreScreen);
160 }
161 }
162 }