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ColoneconGame.cs
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ColoneconGame.cs
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Myra;
namespace Colonecon;
public class ColoneconGame : Game
{
public GraphicsDeviceManager Graphics;
public TileMapManager TileManager {get; private set;}
public BuildOptionLoader BuildOptionLoader{get; private set;}
private GamePlayScreen _gamePlayScreen;
public FactionManager FactionManager {get; private set;}
public ColoneconGame()
{
Graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
TileManager = new TileMapManager(new Point(12,8));
BuildOptionLoader = new BuildOptionLoader();
FactionManager = new FactionManager(this);
_gamePlayScreen = new GamePlayScreen(this);
}
protected override void Initialize()
{
Graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width;
Graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height;
Graphics.ApplyChanges();
Window.IsBorderless = true;
Window.Position = new Point(0, 0);
base.Initialize();
}
protected override void LoadContent()
{
// TODO: use this.Content to load your game content here
// Initialize Myra
MyraEnvironment.Game = this;
_gamePlayScreen.LoadContent();
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
base.Update(gameTime);
_gamePlayScreen.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
_gamePlayScreen.Draw(gameTime);
}
}