]> git.r.bdr.sh - rbdr/super-polarity/blob - Super Polarity/SuperPolarity.cs
Implements polarity system
[rbdr/super-polarity] / Super Polarity / 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 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 SuperPolarity()
24 : base()
25 {
26 SuperPolarity.graphics = new GraphicsDeviceManager(this);
27 SuperPolarity.graphics.PreferMultiSampling = true;
28 Content.RootDirectory = "Content";
29 ActorFactory.SetGame(this);
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 base.Initialize();
41
42 InputController.RegisterEventForButton("changePolarity", Buttons.A);
43 InputController.RegisterEventForKey("changePolarity", Keys.Z);
44
45 InputController.RegisterEventForButton("shoot", Buttons.X);
46 InputController.RegisterEventForKey("shoot", Keys.X);
47 }
48
49 /// <summary>
50 /// LoadContent will be called once per game and is the place to load
51 /// all of your content.
52 /// </summary>
53 protected override void LoadContent()
54 {
55 // Create a new SpriteBatch, which can be used to draw textures.
56 spriteBatch = new SpriteBatch(GraphicsDevice);
57
58 Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
59
60 ActorFactory.CreateShip(Ship.Polarity.Positive, new Vector2(200, 200));
61 ActorFactory.CreateShip(Ship.Polarity.Negative, new Vector2(400, 200));
62 ActorFactory.CreateMainShip(playerPosition);
63 }
64
65 /// <summary>
66 /// UnloadContent will be called once per game and is the place to unload
67 /// all content.
68 /// </summary>
69 protected override void UnloadContent()
70 {
71 // TODO: Unload any non ContentManager content here
72 }
73
74 /// <summary>
75 /// Allows the game to run logic such as updating the world,
76 /// checking for collisions, gathering input, and playing audio.
77 /// </summary>
78 /// <param name="gameTime">Provides a snapshot of timing values.</param>
79 protected override void Update(GameTime gameTime)
80 {
81 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
82 Exit();
83
84 // TODO: Add your update logic here
85
86 InputController.UpdateInput();
87 ActorManager.Update(gameTime);
88
89 base.Update(gameTime);
90 }
91
92 /// <summary>
93 /// This is called when the game should draw itself.
94 /// </summary>
95 /// <param name="gameTime">Provides a snapshot of timing values.</param>
96 protected override void Draw(GameTime gameTime)
97 {
98 GraphicsDevice.Clear(Color.White);
99
100 spriteBatch.Begin();
101
102 ActorManager.Draw(spriteBatch);
103
104 spriteBatch.End();
105
106 base.Draw(gameTime);
107 }
108 }
109 }