diff --git a/DepthsBelow/DepthsBelow/Core.cs b/DepthsBelow/DepthsBelow/Core.cs
index 0b10036..7d48672 100644
--- a/DepthsBelow/DepthsBelow/Core.cs
+++ b/DepthsBelow/DepthsBelow/Core.cs
@@ -1,119 +1,119 @@
-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;
-
- public Camera camera;
- MouseControl mouse;
- Soldier soldier;
-
- public Core()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
-
- graphics.PreferredBackBufferWidth = 1280;
- graphics.PreferredBackBufferHeight = 720;
- graphics.IsFullScreen = false;
-
- 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
- camera = new Camera(this);
- 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);
-
- mouse = new MouseControl(this);
- mouse.LoadContent();
- }
-
- ///
- /// 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();
-
- camera.Update(gameTime);
- mouse.Update(gameTime);
-
- // 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);
-
- spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
-
- // TODO: Foreach etc...
- Component.SpriteRenderer rc = soldier.GetComponent();
- if (rc != null)
- rc.Draw(spriteBatch);
-
- mouse.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;
+
+ public Camera camera;
+ MouseInput mouse;
+ Soldier soldier;
+
+ public Core()
+ {
+ graphics = new GraphicsDeviceManager(this);
+ Content.RootDirectory = "Content";
+
+ graphics.PreferredBackBufferWidth = 1280;
+ graphics.PreferredBackBufferHeight = 720;
+ graphics.IsFullScreen = false;
+
+ 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
+ camera = new Camera(this);
+ 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);
+
+ mouse = new MouseInput(this);
+ mouse.LoadContent();
+ }
+
+ ///
+ /// 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();
+
+ camera.Update(gameTime);
+ mouse.Update(gameTime);
+
+ // 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);
+
+ spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
+
+ // TODO: Foreach etc...
+ Component.SpriteRenderer rc = soldier.GetComponent();
+ if (rc != null)
+ rc.Draw(spriteBatch);
+
+ mouse.Draw(spriteBatch);
+
+ spriteBatch.End();
+
+ base.Draw(gameTime);
+ }
+ }
+}
diff --git a/DepthsBelow/DepthsBelow/MouseControl.cs b/DepthsBelow/DepthsBelow/MouseInput.cs
similarity index 92%
rename from DepthsBelow/DepthsBelow/MouseControl.cs
rename to DepthsBelow/DepthsBelow/MouseInput.cs
index 9482663..e27d3a9 100644
--- a/DepthsBelow/DepthsBelow/MouseControl.cs
+++ b/DepthsBelow/DepthsBelow/MouseInput.cs
@@ -1,63 +1,63 @@
-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 MouseControl
- {
- Core core;
- MouseState lastMouseState;
- Rectangle selectionRectangle;
- Texture2D selectionTexture;
-
- public MouseControl(Core core)
- {
- this.core = core;
-
- selectionRectangle = Rectangle.Empty;
- }
-
- public void LoadContent()
- {
- selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1);
- selectionTexture.SetData(new Color[] { Color.White });
- }
-
- public void Update(GameTime gameTime)
- {
- MouseState ms = Mouse.GetState();
-
- if (ms.LeftButton == ButtonState.Pressed)
- {
- if (selectionRectangle == Rectangle.Empty)
- {
- selectionRectangle = new Rectangle(ms.X + (int)core.camera.Position.X, ms.Y + (int)core.camera.Position.Y, 0, 0);
- }
- else
- {
- selectionRectangle.Width = ms.X - selectionRectangle.X + (int)core.camera.Position.X;
- selectionRectangle.Height = ms.Y - selectionRectangle.Y + (int)core.camera.Position.Y;
- }
- }
-
- if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
- {
- selectionRectangle = Rectangle.Empty;
- }
-
- lastMouseState = ms;
- }
-
- public void Draw(SpriteBatch spriteBatch)
- {
- spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
- }
- }
-}
+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 MouseInput
+ {
+ Core core;
+ MouseState lastMouseState;
+ Rectangle selectionRectangle;
+ Texture2D selectionTexture;
+
+ public MouseInput(Core core)
+ {
+ this.core = core;
+
+ selectionRectangle = Rectangle.Empty;
+ }
+
+ public void LoadContent()
+ {
+ selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1);
+ selectionTexture.SetData(new Color[] { Color.White });
+ }
+
+ public void Update(GameTime gameTime)
+ {
+ MouseState ms = Mouse.GetState();
+
+ if (ms.LeftButton == ButtonState.Pressed)
+ {
+ if (selectionRectangle == Rectangle.Empty)
+ {
+ selectionRectangle = new Rectangle(ms.X + (int)core.camera.Position.X, ms.Y + (int)core.camera.Position.Y, 0, 0);
+ }
+ else
+ {
+ selectionRectangle.Width = ms.X - selectionRectangle.X + (int)core.camera.Position.X;
+ selectionRectangle.Height = ms.Y - selectionRectangle.Y + (int)core.camera.Position.Y;
+ }
+ }
+
+ if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
+ {
+ selectionRectangle = Rectangle.Empty;
+ }
+
+ lastMouseState = ms;
+ }
+
+ public void Draw(SpriteBatch spriteBatch)
+ {
+ spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
+ }
+ }
+}