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--;
+ }
+ }
+}