rhythmbullet/RhythmBullet/RhythmBulletGame.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
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using RhythmBullet.Zer01HD.Game;
using RhythmBullet.Zer01HD.Game.ContentResolvers;
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using RhythmBullet.Zer01HD.Game.Preferences;
using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.DataTypes;
using RhythmBullet.Zer01HD.Utilities.UI;
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using System;
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using System.Diagnostics;
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namespace RhythmBullet
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class RhythmBulletGame : Game
{
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public const int WORLD_WIDTH = 4;
public const int WORLD_HEIGHT = 3;
public static int pixels_per_WU;
GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
public Color BackgroundColor;
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public readonly ContentSystem Assets;
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readonly ResolutionContentResolver resolutionContentResolver;
public PreferencesManager preferencesManager;
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private Screen currentScreen;
private bool resizing;
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public RhythmBulletGame()
{
graphics = new GraphicsDeviceManager(this);
BackgroundColor = Color.Black;
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Content.RootDirectory = "Content";
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Assets = new ContentSystem(Content);
resolutionContentResolver = new ResolutionContentResolver();
FontContentResolver fcr = new FontContentResolver(resolutionContentResolver);
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Assets.contentPathModifier.Add(typeof(Texture2D), resolutionContentResolver);
Assets.contentPathModifier.Add(typeof(SpriteFont), fcr);
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preferencesManager = new PreferencesManager(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/RhythmBullet",
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new General(),
new Controls());
preferencesManager.Load();
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
graphics.PreferredBackBufferWidth = resolution.Width;
graphics.PreferredBackBufferHeight = resolution.Height;
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}
public Screen Screen
{
get
{
return currentScreen;
}
set
{
if (currentScreen != null)
{
Screen.Hide();
}
currentScreen = value;
Screen.Show();
}
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}
/// <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()
{
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Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
resolutionContentResolver.Width = resolution.Width;
resolutionContentResolver.Height = resolution.Height;
Debug.WriteLine("Initial setup complete.");
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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);
QueueContent();
Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
Assets.UnloadAll();
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}
/// <summary>
/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
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if (!Assets.Done)
{
Assets.Update();
} else if (resizing)
{
resizing = false;
PostResize();
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}
switch (Screen.State) {
case ScreenState.EnterTransition:
Screen.EnteringTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor);
break;
case ScreenState.ExitTransition:
Screen transitionScreen = Screen.ExitingTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor);
if (transitionScreen != null)
{
Screen = transitionScreen;
}
break;
case ScreenState.Normal:
Screen.Update(gameTime);
break;
}
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base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(BackgroundColor);
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spriteBatch.Begin();
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Screen.Draw(spriteBatch);
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spriteBatch.End();
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base.Draw(gameTime);
}
public void Resize(int width, int height)
{
pixels_per_WU = height / WORLD_HEIGHT;
resolutionContentResolver.Width = width;
resolutionContentResolver.Height = height;
graphics.PreferredBackBufferWidth = width;
graphics.PreferredBackBufferHeight = height;
resizing = true;
Assets.UnloadAll();
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QueueContent();
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Screen.AssetLoadStateChange(true);
Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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}
private void PostResize()
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{
graphics.ApplyChanges();
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Screen.AssetLoadStateChange(false);
}
private void QueueContent()
{
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Assets.Queue<Texture2D>("Tech-Circle1");
Assets.Queue<Texture2D>("polyjet-standard");
Assets.Queue<Texture2D>("cybercircle3B");
Assets.Queue<Texture2D>("title");
Assets.Queue<Texture2D>("cybercircle1");
Assets.Queue<Texture2D>("default_cover", false);
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Assets.Queue<Texture2D>("laser");
Assets.Queue<Texture2D>("pellet");
Assets.Queue<Texture2D>("shard");
Assets.Queue<Texture2D>("bar");
Assets.Queue<Texture2D>("flake");
Assets.Queue<Texture2D>("void_circle");
Assets.Queue<Texture2D>("tpSelector");
Assets.Queue<Texture2D>("backgrounds/mainBG");
Assets.Queue<Texture2D>("magic1");
}
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}
}