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); - } - } -}