using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace SuperPolarity { class GameScreen : Screen { public GameScreen(SuperPolarity newGame) : base(newGame) {} private BasicGenerator generatorTest; public override void Initialize() { InputController.RegisterEventForButton("changePolarity", Buttons.A); InputController.RegisterEventForKey("changePolarity", Keys.Z); InputController.RegisterEventForButton("shoot", Buttons.X); InputController.RegisterEventForKey("shoot", Keys.X); } public override void LoadContent() { generatorTest = new BasicGenerator(); generatorTest.Initialize(Game, new Vector2(100, 600), BasicGenerator.Ships.Scout, 3000, 10); Vector2 playerPosition = new Vector2(Game.GraphicsDevice.Viewport.TitleSafeArea.X, Game.GraphicsDevice.Viewport.TitleSafeArea.Y + Game.GraphicsDevice.Viewport.TitleSafeArea.Height / 2); ActorFactory.CreateMainShip(playerPosition); ActorFactory.CreateShip(Ship.Polarity.Positive, new Vector2(200, 200)); ActorFactory.CreateShip(Ship.Polarity.Negative, new Vector2(400, 200)); ActorFactory.CreateScout(Ship.Polarity.Negative, new Vector2(500, 500)); ActorFactory.CreateCruiser(Ship.Polarity.Positive, new Vector2(40, 40)); } public override void Update(GameTime gameTime) { InputController.UpdateInput(); ActorManager.Update(gameTime); generatorTest.Update(gameTime); } public override void Draw(SpriteBatch spriteBatch) { Renderer.Draw(spriteBatch); } } }