]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - SuperPolarityMac/GameScreen.cs
Consolidate with mac project.
[rbdr/super-polarity] / SuperPolarityMac / GameScreen.cs
diff --git a/SuperPolarityMac/GameScreen.cs b/SuperPolarityMac/GameScreen.cs
deleted file mode 100644 (file)
index 783e3c1..0000000
+++ /dev/null
@@ -1,209 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Graphics;
-using Microsoft.Xna.Framework.Audio;
-using Microsoft.Xna.Framework.Media;
-using Microsoft.Xna.Framework.Input;
-
-namespace SuperPolarity
-{
-    class GameScreen : Screen
-    {
-        public GameScreen(SuperPolarity newGame) : base(newGame) {}
-
-        protected List<BasicGenerator> Generators;
-
-        protected int LivesRate;
-        protected int CurrentLivesRate;
-        protected int BombRate;
-        protected int CurrentBombRate;
-        protected SoundEffect BombSound;
-        protected SoundEffect LifeSound;
-        
-        protected bool Flashing;
-
-        protected bool IsPaused;
-        protected Texture2D PauseScreen;
-
-        public override void Initialize()
-        {
-            Generators = new List<BasicGenerator>();
-
-            CurrentBombRate = 1;
-            BombRate = 6000;
-
-            LivesRate = 10000;
-            CurrentLivesRate = 1;
-
-            InputController.RegisterEventForButton("changePolarity", Buttons.A);
-            InputController.RegisterEventForKey("changePolarity", Keys.Z);
-
-            InputController.RegisterEventForButton("shoot", Buttons.X);
-            InputController.RegisterEventForKey("shoot", Keys.X);
-
-            InputController.Bind("pause", HandlePause);
-
-            PauseScreen = Game.Content.Load<Texture2D>("Graphics\\pause-screen");
-        }
-
-        protected void HandlePause(float value)
-        {
-            Console.WriteLine("Paused");
-            IsPaused = !IsPaused;
-
-            if (IsPaused)
-            {
-                MediaPlayer.Volume = 0.05f;
-            }
-            else
-            {
-                MediaPlayer.Volume = 1;
-            }
-        }
-
-        public override void LoadContent()
-        {
-            CreateGenerators();
-
-            Vector2 playerPosition = new Vector2(Game.GraphicsDevice.Viewport.TitleSafeArea.X + Game.GraphicsDevice.Viewport.Width / 2, Game.GraphicsDevice.Viewport.TitleSafeArea.Y + Game.GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
-
-            BombSound = Game.Content.Load<SoundEffect>("Sound\\bomb");
-            LifeSound = Game.Content.Load<SoundEffect>("Sound\\life");
-
-            Renderer.CheckIn(ActorFactory.CreateMainShip(playerPosition));
-
-            Game.PlaySong("game");
-        }
-        
-        protected void CalculateBomb()
-        {
-            if (Game.Player.Score >= BombRate * CurrentBombRate)
-            {
-                ActorManager.Bomb();
-                Flashing = true;
-                BombSound.Play();
-                CurrentBombRate = CurrentBombRate + 1;
-            }
-        }
-
-        protected void CalculateLife()
-        {
-            if (Game.Player.Score >= LivesRate * CurrentLivesRate)
-            {
-                Game.Player.Lives = Game.Player.Lives + 1;
-                LifeSound.Play();
-                CurrentLivesRate = CurrentLivesRate + 1;
-            }
-        }
-
-        public override void Update(GameTime gameTime)
-        {
-            CalculateBomb();
-            CalculateLife();
-            InputController.UpdateInput(IsPaused);
-            if (IsPaused)
-            {
-                return;
-            }
-            ActorManager.Update(gameTime);
-
-            foreach (BasicGenerator generator in Generators)
-            {
-                generator.Update(gameTime);
-            }
-        }
-
-        public override void Draw(SpriteBatch spriteBatch)
-        {
-            Renderer.Draw(spriteBatch);
-            Game.Player.Draw(spriteBatch);
-
-            if (IsPaused)
-            {
-                spriteBatch.Draw(PauseScreen, new Vector2(0, 0), Color.White);
-            }
-
-            if (Flashing)
-            {
-                Game.GraphicsDevice.Clear(Color.Black);
-                Flashing = false;
-            }
-        }
-
-        protected void CreateGenerators()
-        {
-            // The basic ship generators.
-            var gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(-50, -50), BasicGenerator.Ships.Ship, 3000, 0);
-            Generators.Add(gen); 
-            
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(-50, Game.GraphicsDevice.Viewport.Height + 50), BasicGenerator.Ships.Ship, 3000, 0);
-            Generators.Add(gen); 
-            
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width + 50, -50), BasicGenerator.Ships.Ship, 3000, 0);
-            Generators.Add(gen);
-
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width + 50, Game.GraphicsDevice.Viewport.Height + 50), BasicGenerator.Ships.Ship, 3000, 0);
-            Generators.Add(gen);
-
-            // After 1.5k liberate some sporadic Scouts, and add two more ship generators.
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width / 2, -50), BasicGenerator.Ships.Ship, 3000, 1500);
-            Generators.Add(gen);
-
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width / 2, Game.GraphicsDevice.Viewport.Height + 50), BasicGenerator.Ships.Ship, 3000, 1500);
-            Generators.Add(gen);
-
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(-50, Game.GraphicsDevice.Viewport.Height / 2), BasicGenerator.Ships.Scout, 6000, 1500);
-            Generators.Add(gen);
-
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width + 50, Game.GraphicsDevice.Viewport.Height / 2), BasicGenerator.Ships.Scout, 6000, 1500);
-            Generators.Add(gen);
-
-
-            // After 3k add more scouts.
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width / 2, -50), BasicGenerator.Ships.Scout, 3000, 3000);
-            Generators.Add(gen);
-
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width / 2, Game.GraphicsDevice.Viewport.Height + 50), BasicGenerator.Ships.Scout, 3000, 5000);
-            Generators.Add(gen);
-
-            // After 5k release more ships and a cruiser.
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width / 2, -50), BasicGenerator.Ships.Ship, 1500, 5000);
-            Generators.Add(gen);
-
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width / 2, Game.GraphicsDevice.Viewport.Height + 50), BasicGenerator.Ships.Ship, 1500, 5000);
-            Generators.Add(gen);
-
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(-50, Game.GraphicsDevice.Viewport.Height / 2), BasicGenerator.Ships.Battlecruiser, 10000, 5000);
-            Generators.Add(gen);
-
-            gen = new BasicGenerator();
-            gen.Initialize(Game, new Vector2(Game.GraphicsDevice.Viewport.Width + 50, Game.GraphicsDevice.Viewport.Height / 2), BasicGenerator.Ships.Battlecruiser, 10000, 5000);
-            Generators.Add(gen);
-        }
-
-        public override void CleanUp()
-        {
-            base.CleanUp();
-            Generators.Clear();
-            InputController.Unbind("pause", HandlePause);
-            Renderer.Empty();
-            ActorManager.Empty();
-        }
-    }
-}