-#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);
- }
- }
-}