diff --git a/DepthsBelow/DepthsBelow/Game1.cs b/DepthsBelow/DepthsBelow/Core.cs similarity index 94% rename from DepthsBelow/DepthsBelow/Game1.cs rename to DepthsBelow/DepthsBelow/Core.cs index 58e33bb..6851e96 100644 --- a/DepthsBelow/DepthsBelow/Game1.cs +++ b/DepthsBelow/DepthsBelow/Core.cs @@ -1,109 +1,108 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Audio; -using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.GamerServices; -using Microsoft.Xna.Framework.Graphics; -using Microsoft.Xna.Framework.Input; -using Microsoft.Xna.Framework.Media; - -namespace DepthsBelow -{ - /// - /// This is the main type for your game - /// - public class Game1 : Microsoft.Xna.Framework.Game - { - GraphicsDeviceManager graphics; - SpriteBatch spriteBatch; - - Soldier soldier; - - public Game1() - { - graphics = new GraphicsDeviceManager(this); - Content.RootDirectory = "Content"; - - graphics.PreferredBackBufferWidth = 1280; - graphics.PreferredBackBufferHeight = 720; - graphics.IsFullScreen = true; - - - this.IsMouseVisible = true; - } - - /// - /// 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() - { - // TODO: Add your initialization logic here - - base.Initialize(); - } - - /// - /// 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); - - // TODO: use this.Content to load your game content here - Soldier.LoadContent(this); - soldier = new Soldier(this); - - } - - /// - /// 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) - { - // Allows the game to exit - if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) - this.Exit(); - - // TODO: Add your update logic here - soldier.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.CornflowerBlue); - - // TODO: Add your drawing code here - spriteBatch.Begin(); - SpriteRenderComponent rc = soldier.GetComponent(); - if (rc != null) - rc.Draw(spriteBatch); - spriteBatch.End(); - - base.Draw(gameTime); - } - } -} +using System; +using System.Collections.Generic; +using System.Linq; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Audio; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.GamerServices; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Microsoft.Xna.Framework.Media; + +namespace DepthsBelow +{ + /// + /// This is the main type for your game + /// + public class Core : Microsoft.Xna.Framework.Game + { + GraphicsDeviceManager graphics; + SpriteBatch spriteBatch; + + Soldier soldier; + + public Core() + { + graphics = new GraphicsDeviceManager(this); + Content.RootDirectory = "Content"; + + graphics.PreferredBackBufferWidth = 1280; + graphics.PreferredBackBufferHeight = 720; + graphics.IsFullScreen = true; + + this.IsMouseVisible = true; + } + + /// + /// 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() + { + // TODO: Add your initialization logic here + + base.Initialize(); + } + + /// + /// 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); + + // TODO: use this.Content to load your game content here + Soldier.LoadContent(this); + soldier = new Soldier(this); + + } + + /// + /// 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) + { + // Allows the game to exit + if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) + this.Exit(); + + // TODO: Add your update logic here + soldier.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.CornflowerBlue); + + // TODO: Add your drawing code here + spriteBatch.Begin(); + SpriteRenderComponent rc = soldier.GetComponent(); + if (rc != null) + rc.Draw(spriteBatch); + spriteBatch.End(); + + base.Draw(gameTime); + } + } +} diff --git a/DepthsBelow/DepthsBelow/Program.cs b/DepthsBelow/DepthsBelow/Program.cs index 67936fc..f016b28 100644 --- a/DepthsBelow/DepthsBelow/Program.cs +++ b/DepthsBelow/DepthsBelow/Program.cs @@ -1,21 +1,21 @@ -using System; - -namespace DepthsBelow -{ -#if WINDOWS || XBOX - static class Program - { - /// - /// The main entry point for the application. - /// - static void Main(string[] args) - { - using (Game1 game = new Game1()) - { - game.Run(); - } - } - } -#endif -} - +using System; + +namespace DepthsBelow +{ +#if WINDOWS || XBOX + static class Program + { + /// + /// The main entry point for the application. + /// + static void Main(string[] args) + { + using (Core game = new Core()) + { + game.Run(); + } + } + } +#endif +} + diff --git a/DepthsBelow/DepthsBelow/Soldier.cs b/DepthsBelow/DepthsBelow/Soldier.cs index e30cf02..6ffbc8b 100644 --- a/DepthsBelow/DepthsBelow/Soldier.cs +++ b/DepthsBelow/DepthsBelow/Soldier.cs @@ -1,46 +1,46 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Text; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.Graphics; -using Microsoft.Xna.Framework.Input; -using Microsoft.Xna.Framework.Media; - -namespace DepthsBelow -{ - class Soldier : Entity - { - Game1 game; - static Texture2D Texture; - - // Components - TransformComponent transform; - - static public void LoadContent(Game1 game) - { - Texture = game.Content.Load("images/soldier"); - } - - public Soldier(Game1 game) - { - if (Texture == null) - LoadContent(game); - - SpriteRenderComponent rc = new SpriteRenderComponent(this); - rc.Texture = Texture; - this.AddComponent(rc); - - transform = new TransformComponent(this); - this.AddComponent(transform); - } - - public void Update(GameTime gameTime) - { - KeyboardState ks = Keyboard.GetState(); - if (ks.IsKeyDown(Keys.Left)) - transform.Position.X--; - } - } -} +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Microsoft.Xna.Framework.Media; + +namespace DepthsBelow +{ + class Soldier : Entity + { + Core game; + static Texture2D Texture; + + // Components + TransformComponent transform; + + static public void LoadContent(Core game) + { + Texture = game.Content.Load("images/soldier"); + } + + public Soldier(Core game) + { + if (Texture == null) + LoadContent(game); + + SpriteRenderComponent rc = new SpriteRenderComponent(this); + rc.Texture = Texture; + this.AddComponent(rc); + + transform = new TransformComponent(this); + this.AddComponent(transform); + } + + public void Update(GameTime gameTime) + { + KeyboardState ks = Keyboard.GetState(); + if (ks.IsKeyDown(Keys.Left)) + transform.Position.X--; + } + } +}