#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 Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Audio; 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; protected Song TitleSong; protected Song GameSong; protected SoundEffect GameOverSound; 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 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.wav"); 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") { MediaPlayer.Play(GameSong); } } public void GameOver() { MediaPlayer.Stop(); GameOverSound.Play(); ScreenManager.Pop(); } } }