diff --git a/DepthsBelow/DepthsBelow/Core.cs b/DepthsBelow/DepthsBelow/Core.cs
index f814d06..7dd9cf8 100755
--- a/DepthsBelow/DepthsBelow/Core.cs
+++ b/DepthsBelow/DepthsBelow/Core.cs
@@ -1,161 +1,186 @@
-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
- {
+using System;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.Linq;
+using DepthsBelow.GUI;
+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
+ {
public static GraphicsDeviceManager GraphicsDeviceManager;
- SpriteBatch spriteBatch;
-
- public Camera Camera;
-
+ SpriteBatch spriteBatch;
+
+ public Camera Camera;
+
public static MouseInput MouseInput;
- public static KeyboardInput KeyboardInput;
- public List Squad;
- public List Swarm;
+ public static KeyboardInput KeyboardInput;
+ public List Squad;
+ public List Swarm;
public static Map Map;
- public SmallEnemy TestMonster;
-
- public Core()
- {
- GraphicsDeviceManager = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
-
- GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
- GraphicsDeviceManager.PreferredBackBufferHeight = 720;
- GraphicsDeviceManager.IsFullScreen = false;
-
- //graphics.SynchronizeWithVerticalRetrace = false;
- this.IsFixedTimeStep = false;
- GraphicsDeviceManager.ApplyChanges();
-
- 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);
- Squad = new List();
+ public SmallEnemy TestMonster;
+
+ public Core()
+ {
+ GraphicsDeviceManager = new GraphicsDeviceManager(this);
+ Content.RootDirectory = "Content";
+
+ GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
+ GraphicsDeviceManager.PreferredBackBufferHeight = 720;
+ GraphicsDeviceManager.IsFullScreen = false;
+
+ //graphics.SynchronizeWithVerticalRetrace = false;
+ this.IsFixedTimeStep = false;
+ GraphicsDeviceManager.ApplyChanges();
+
+ 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);
+ Squad = new List();
Swarm = new List();
- TestMonster = new SmallEnemy(this, ref Swarm);
-
- 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);
-
- Map = Content.Load