#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); } } }