X-Git-Url: https://git.r.bdr.sh/rbdr/super-polarity/blobdiff_plain/74c155708d85abfc2cf227c08de4f27003015b3f..4fc09567c557a1110180940cca40fd7144921026:/Super%20Polarity/SuperPolarity.cs diff --git a/Super Polarity/SuperPolarity.cs b/Super Polarity/SuperPolarity.cs deleted file mode 100644 index 6689167..0000000 --- a/Super Polarity/SuperPolarity.cs +++ /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 -{ - /// - /// This is the main type for your game - /// - 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); - } - - /// - /// 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(); - - 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(); - } - - /// - /// 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); - - EntryScreen.LoadContent(); - - Player = new Player(); - DebugFont = Content.Load("Fonts\\SegoeUIMono14"); - } - - /// - /// 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(); - - ScreenManager.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(); - - 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); - } - } -}