#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 GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public static int OutlierBounds; public Player Player; Screen EntryScreen; SpriteFont DebugFont; public SuperPolarity() : base() { graphics = new GraphicsDeviceManager(this); graphics.PreferMultiSampling = true; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.ToggleFullScreen(); Content.RootDirectory = "Content"; ActorFactory.SetGame(this); ParticleEffectFactory.SetGame(this); ActorManager.SetGame(this); ScreenManager.SetGame(this); EntryScreen = (Screen)new GameScreen(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(); InputController.RegisterEventForKey("fullScreenToggle", Keys.F11); InputController.Bind("fullScreenToggle", HandleFullScreenToggle); EntryScreen.Initialize(); ScreenManager.Push(EntryScreen); OutlierBounds = 100; } protected void HandleFullScreenToggle(float value) { graphics.ToggleFullScreen(); graphics.ApplyChanges(); } /// /// 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); EntryScreen.LoadContent(); Player = new Player(); DebugFont = Content.Load("Fonts\\SegoeUIMono14"); } /// /// 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(); ScreenManager.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(); ScreenManager.Draw(spriteBatch); spriteBatch.DrawString(DebugFont, "Score: " + Player.Score.ToString(), new Vector2(10, 10), Color.LightGray); spriteBatch.DrawString(DebugFont, "Multiplier: " + Player.Multiplier.ToString(), new Vector2(10, 30), Color.LightGray); spriteBatch.DrawString(DebugFont, "Lives: " + Player.Lives.ToString(), new Vector2(10, 50), Color.LightGray); spriteBatch.End(); base.Draw(gameTime); } } }