<commit_before>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;
using GGJ_2014.Graphics;
using GGJ_2014.MenuSystemNS;
using GGJ_2014.Levels;
using GGJ_2014.Creatures;

namespace GGJ_2014
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        KeyboardState keyState;
        KeyboardState prevKeyState;
        MouseState mouseState;
        MouseState prevMouseState;

        SpriteFont myFont;

        Player player;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.ApplyChanges();

            Camera.ScreenSize = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            Camera.Focus(0, 0);

            Content.RootDirectory = "Content";

            IsMouseVisible = true;
        }

        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            MenuSystem.GetInstance()
               .AddMenuScreen(
               new MenuScreen(MenuScreenType.MAIN_MENU, Color.CornflowerBlue));
            MenuSystem.GetInstance()
                .AddMenuScreen(
                new MenuScreen(MenuScreenType.GAMEPLAY, Color.Red));
            MenuSystem.GetInstance()
                .AddMenuScreen(
                new MenuScreen(MenuScreenType.PAUSE_MENU, Color.ForestGreen));
            MenuSystem.GetInstance()
                .AddMenuScreen(
                new MenuScreen(MenuScreenType.CREDITS_MENU, Color.DarkOrchid));


            keyState = Keyboard.GetState();
            prevKeyState = keyState;
            mouseState = Mouse.GetState();
            prevMouseState = mouseState;

            //NEEDS TO CHANGE 
            TextureStorage.GetInstance().LoadContent(Content);
            TextureStorage.GetInstance().AddTexture(Textures.DIRT, TextureGenerator.GenerateTexture(GraphicsDevice, Textures.DIRT));
            TextureStorage.GetInstance().AddTexture(Textures.GRASS, TextureGenerator.GenerateTexture(GraphicsDevice, Textures.GRASS));
            TextureStorage.GetInstance().AddTexture(Textures.COBBLESTONE, TextureGenerator.GenerateTexture(GraphicsDevice, Textures.COBBLESTONE));
            player = new Player(TextureStorage.GetInstance().GetTexture(Textures.NONE), new Vector2(0, 0));
            Level.GetInstance().AddCreature(player);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            myFont = Content.Load<SpriteFont>("SpriteFont1");

            MenuSystem.GetInstance().Initalize(myFont, GraphicsDevice);

            MenuSystem.GetInstance()
                .GetMenuScreenOfType(MenuScreenType.MAIN_MENU)
                .AddControl(
                new MenuBorderedTextItem(
                    "Testing test test",
                    MenuSystem.GetInstance().MenuFont,
                    new Vector2(100, 100),
                    Color.SandyBrown<commit_msg>Created Button to Regen Map<commit_after>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;
using GGJ_2014.Graphics;
using GGJ_2014.MenuSystemNS;
using GGJ_2014.Levels;
using GGJ_2014.Creatures;

namespace GGJ_2014
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        KeyboardState keyState;
        KeyboardState prevKeyState;
        MouseState mouseState;
        MouseState prevMouseState;

        SpriteFont myFont;

        Player player;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.ApplyChanges();

            Camera.ScreenSize = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            Camera.Focus(0, 0);

            Content.RootDirectory = "Content";

            IsMouseVisible = true;
        }

        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            MenuSystem.GetInstance()
               .AddMenuScreen(
               new MenuScreen(MenuScreenType.MAIN_MENU, Color.CornflowerBlue));
            MenuSystem.GetInstance()
                .AddMenuScreen(
                new MenuScreen(MenuScreenType.GAMEPLAY, Color.Red));
            MenuSystem.GetInstance()
                .AddMenuScreen(
                new MenuScreen(MenuScreenType.PAUSE_MENU, Color.ForestGreen));
            MenuSystem.GetInstance()
                .AddMenuScreen(
                new MenuScreen(MenuScreenType.CREDITS_MENU, Color.DarkOrchid));


            keyState = Keyboard.GetState();
            prevKeyState = keyState;
            mouseState = Mouse.GetState();
            prevMouseState = mouseState;

            //NEEDS TO CHANGE 
            TextureStorage.GetInstance().LoadContent(Content);
            TextureStorage.GetInstance().AddTexture(Textures.DIRT, TextureGenerator.GenerateTexture(GraphicsDevice, Textures.DIRT));
            TextureStorage.GetInstance().AddTexture(Textures.GRASS, TextureGenerator.GenerateTexture(GraphicsDevice, Textures.GRASS));
            TextureStorage.GetInstance().AddTexture(Textures.COBBLESTONE, TextureGenerator.GenerateTexture(GraphicsDevice, Textures.COBBLESTONE));
            player = new Player(TextureStorage.GetInstance().GetTexture(Textures.NONE), new Vector2(0, 0));
            Level.GetInstance().AddCreature(player);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            myFont = Content.Load<SpriteFont>("SpriteFont1");

            MenuSystem.GetInstance().Initalize(myFont, GraphicsDevice);

            MenuSystemNS.MenuSystem.GetInstance().GetMenuScreenOfType(MenuSystemNS.MenuScreenType.MAIN_MENU).AddControl(new MenuSystemNS.MenuButton(Vector2.Zero, "Regen Map!", Color.White, () => { Level.GetInstance().LoadLevel(); }));
            MenuSystem.GetInstance()
                .GetMenuScreenOfType(MenuScreenType.MAIN_MENU)
                .AddControl(
                new MenuBorderedTextItem(
                    "Testing test test",
                    MenuSystem.GetInstance().MenuFont,
                    new Vector2(100, 100),
                    Color.SandyBrown
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