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#region Using Statements
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Audio;
using SuperPolarity;
#endregion

namespace SuperPolarity
{

	using MediaPlayer = Microsoft.Xna.Framework.Media.MediaPlayer;

    /// <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;

        protected SoundEffect GameSong;
        protected SoundEffectInstance GameSongHandle;
        protected SoundEffect GameOverSound;

        public SuperPolarity()
            : base()
        {
            graphics = new GraphicsDeviceManager(this);
            Components.Add(new GamerServicesComponent(this));

            graphics.PreferMultiSampling = true;
            graphics.PreferredBackBufferHeight = 720;
            graphics.PreferredBackBufferWidth = 1280;
			//graphics.ToggleFullScreen();

            Content.RootDirectory = "Content";
            ActorFactory.SetGame(this);
            ParticleEffectFactory.SetGame(this);
            ActorManager.SetGame(this);
            ScreenManager.SetGame(this);

            EntryScreen = (Screen)new TitleScreen(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();

            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()
        {

            MediaPlayer.IsRepeating = true;
            GameSong = Content.Load<SoundEffect>("Sound\\polaritytheme");
            GameSongHandle = GameSong.CreateInstance();
            GameOverSound = Content.Load<SoundEffect>("Sound\\gameover");

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            ScreenManager.Push(EntryScreen);

            Player = new Player(this);
        }

        /// <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);

            Player.Update();

            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.End();

            base.Draw(gameTime);
        }

        public void PlaySong(string songName)
        {
            // temp stuff before media manager is in
            if (songName == "game")
            {
                GameSongHandle.Play();
            }
        }

        public void GameOver()
        {
            var scoreScreen = new ScoreScreen(this);
            scoreScreen.Initialize();

            GameSongHandle.Stop();
            GameOverSound.Play();
            ScreenManager.Pop();
            ScreenManager.Push(scoreScreen);
        }
    }
}