/// </summary>
public class SuperPolarity : Game
{
- GraphicsDeviceManager graphics;
+ public static GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
+ // Input Handler
+ KeyboardState currentKeyboardState;
+ GamePadState currentGamePadState;
+
MainShip player;
public SuperPolarity()
: base()
{
- graphics = new GraphicsDeviceManager(this);
+ SuperPolarity.graphics = new GraphicsDeviceManager(this);
+ SuperPolarity.graphics.PreferMultiSampling = true;
Content.RootDirectory = "Content";
}
Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
- player.Initialize(Content.Load<Texture2D>("Graphics\\player"), playerPosition);
+ player.Initialize(Content, Content.Load<Texture2D>("Graphics\\main-ship"), playerPosition);
}
/// <summary>
// TODO: Add your update logic here
+ InputController.UpdateInput();
+ player.Update(gameTime);
+
base.Update(gameTime);
}
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
- GraphicsDevice.Clear(Color.CornflowerBlue);
+ GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();