using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Ninject;
using V3.Data;
using V3.Screens;
namespace V3
{
///
/// This is the main type for your game.
///
public sealed class V3Game : Game
{
private readonly IKernel mKernel;
private SpriteBatch mSpriteBatch;
private IScreenManager mScreenManager;
private IScreen mMainScreen;
//private float mReculate = 1.0f;
///
/// Creates a new V3 game instance.
///
public V3Game()
{
mKernel = new StandardKernel(new Bindings(this, new GraphicsDeviceManager(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()
{
Content.RootDirectory = "Content";
mKernel.Get().CreateMissingDirectories();
mScreenManager = mKernel.Get();
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.
mSpriteBatch = new SpriteBatch(GraphicsDevice);
mMainScreen = mKernel.Get().CreateMainScreen();
mScreenManager.AddScreen(mMainScreen);
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// It delegates the update to the screen manager.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
mScreenManager.Update(gameTime);
base.Update(gameTime);
}
///
/// This is called when the game should draw itself. It delegates the
/// drawing to the screen manager.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
mScreenManager.Draw(gameTime, mSpriteBatch);
base.Draw(gameTime);
}
}
}