]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - Super Polarity/SuperPolarity.cs
Removes spaces.
[rbdr/super-polarity] / Super Polarity / SuperPolarity.cs
diff --git a/Super Polarity/SuperPolarity.cs b/Super Polarity/SuperPolarity.cs
deleted file mode 100644 (file)
index 6689167..0000000
+++ /dev/null
@@ -1,134 +0,0 @@
-#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
-{
-    /// <summary>
-    /// This is the main type for your game
-    /// </summary>
-    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);
-        }
-
-        /// <summary>
-        /// 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.
-        /// </summary>
-        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();
-        }
-
-        /// <summary>
-        /// LoadContent will be called once per game and is the place to load
-        /// all of your content.
-        /// </summary>
-        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<SpriteFont>("Fonts\\SegoeUIMono14");
-        }
-
-        /// <summary>
-        /// UnloadContent will be called once per game and is the place to unload
-        /// all content.
-        /// </summary>
-        protected override void UnloadContent()
-        {
-            // TODO: Unload any non ContentManager content here
-        }
-
-        /// <summary>
-        /// Allows the game to run logic such as updating the world,
-        /// checking for collisions, gathering input, and playing audio.
-        /// </summary>
-        /// <param name="gameTime">Provides a snapshot of timing values.</param>
-        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);
-        }
-
-        /// <summary>
-        /// This is called when the game should draw itself.
-        /// </summary>
-        /// <param name="gameTime">Provides a snapshot of timing values.</param>
-        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);
-        }
-    }
-}