#region Using Statements
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Audio;
using SuperPolarity;
#endregion
namespace SuperPolarity
{
using MediaPlayer = Microsoft.Xna.Framework.Media.MediaPlayer;
///
/// 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;
protected SoundEffect GameSong;
protected SoundEffectInstance GameSongHandle;
protected SoundEffect GameOverSound;
public SuperPolarity()
: base()
{
graphics = new GraphicsDeviceManager(this);
Components.Add(new GamerServicesComponent(this));
graphics.PreferMultiSampling = true;
graphics.PreferredBackBufferHeight = 720;
graphics.PreferredBackBufferWidth = 1280;
//graphics.ToggleFullScreen();
Content.RootDirectory = "Content";
ActorFactory.SetGame(this);
ParticleEffectFactory.SetGame(this);
ActorManager.SetGame(this);
ScreenManager.SetGame(this);
EntryScreen = (Screen)new TitleScreen(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();
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()
{
MediaPlayer.IsRepeating = true;
GameSong = Content.Load("Sound\\polaritytheme");
GameSongHandle = GameSong.CreateInstance();
GameOverSound = Content.Load("Sound\\gameover");
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
ScreenManager.Push(EntryScreen);
Player = new Player(this);
}
///
/// 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);
Player.Update();
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.End();
base.Draw(gameTime);
}
public void PlaySong(string songName)
{
// temp stuff before media manager is in
if (songName == "game")
{
GameSongHandle.Play();
}
}
public void GameOver()
{
var scoreScreen = new ScoreScreen(this);
scoreScreen.Initialize();
GameSongHandle.Stop();
GameOverSound.Play();
ScreenManager.Pop();
ScreenManager.Push(scoreScreen);
}
}
}