X-Git-Url: https://git.r.bdr.sh/rbdr/super-polarity/blobdiff_plain/38c7d3f9eb7d63937c6654ff5dd6046ce02dd59c..4fc09567c557a1110180940cca40fd7144921026:/Super%20Polarity/SuperPolarity.cs
diff --git a/Super Polarity/SuperPolarity.cs b/Super Polarity/SuperPolarity.cs
deleted file mode 100644
index 21d1ed4..0000000
--- a/Super Polarity/SuperPolarity.cs
+++ /dev/null
@@ -1,115 +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
-{
- ///
- /// This is the main type for your game
- ///
- public class SuperPolarity : Game
- {
- public static GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
-
- public static int OutlierBounds;
-
- public SuperPolarity()
- : base()
- {
- SuperPolarity.graphics = new GraphicsDeviceManager(this);
- SuperPolarity.graphics.PreferMultiSampling = true;
- Content.RootDirectory = "Content";
- ActorFactory.SetGame(this);
- ParticleEffectFactory.SetGame(this);
- ActorManager.SetGame(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();
-
- OutlierBounds = 100;
-
- InputController.RegisterEventForButton("changePolarity", Buttons.A);
- InputController.RegisterEventForKey("changePolarity", Keys.Z);
-
- InputController.RegisterEventForButton("shoot", Buttons.X);
- InputController.RegisterEventForKey("shoot", Keys.X);
- }
-
- ///
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- ///
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
-
- Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
-
- Renderer.CheckIn(ActorFactory.CreateMainShip(playerPosition));
- Renderer.CheckIn(ActorFactory.CreateShip(Ship.Polarity.Positive, new Vector2(200, 200)));
- Renderer.CheckIn(ActorFactory.CreateShip(Ship.Polarity.Negative, new Vector2(400, 200)));
- }
-
- ///
- /// 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();
-
- // TODO: Add your update logic here
-
- InputController.UpdateInput();
- ActorManager.Update(gameTime);
-
- 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();
-
- Renderer.Draw(spriteBatch);
-
- spriteBatch.End();
-
- base.Draw(gameTime);
- }
- }
-}