#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
using SuperPolarity;
#endregion
namespace SuperPolarity
{
///
/// This is the main type for your game
///
public class SuperPolarity : Game
{
public static GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public static int OutlierBounds;
public SuperPolarity()
: base()
{
SuperPolarity.graphics = new GraphicsDeviceManager(this);
SuperPolarity.graphics.PreferMultiSampling = true;
Content.RootDirectory = "Content";
ActorFactory.SetGame(this);
ParticleEffectFactory.SetGame(this);
ActorManager.SetGame(this);
}
///
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
///
protected override void Initialize()
{
base.Initialize();
OutlierBounds = 100;
InputController.RegisterEventForButton("changePolarity", Buttons.A);
InputController.RegisterEventForKey("changePolarity", Keys.Z);
InputController.RegisterEventForButton("shoot", Buttons.X);
InputController.RegisterEventForKey("shoot", Keys.X);
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
Renderer.CheckIn(ActorFactory.CreateMainShip(playerPosition));
Renderer.CheckIn(ActorFactory.CreateShip(Ship.Polarity.Positive, new Vector2(200, 200)));
Renderer.CheckIn(ActorFactory.CreateShip(Ship.Polarity.Negative, new Vector2(400, 200)));
}
///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
InputController.UpdateInput();
ActorManager.Update(gameTime);
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
Renderer.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}