2018-09-11 05:05:34 +00:00
|
|
|
|
using Microsoft.Xna.Framework;
|
|
|
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
|
|
|
using Microsoft.Xna.Framework.Input;
|
2018-09-16 06:37:48 +00:00
|
|
|
|
using RhythmBullet.Zer01HD.Game.ContentResolvers;
|
2018-10-29 03:42:47 +00:00
|
|
|
|
using RhythmBullet.Zer01HD.Game.Preferences;
|
2018-11-02 02:20:46 +00:00
|
|
|
|
using RhythmBullet.Zer01HD.Game.Screens;
|
2018-10-29 03:42:47 +00:00
|
|
|
|
using RhythmBullet.Zer01HD.Utilities;
|
2018-09-15 19:05:14 +00:00
|
|
|
|
using RhythmBullet.Zer01HD.Utilities.ContentSystem;
|
2018-10-30 23:29:54 +00:00
|
|
|
|
using RhythmBullet.Zer01HD.Utilities.DataTypes;
|
2018-11-09 05:48:24 +00:00
|
|
|
|
using RhythmBullet.Zer01HD.Utilities.Input;
|
2018-11-04 05:01:17 +00:00
|
|
|
|
using RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem;
|
2018-10-29 03:42:47 +00:00
|
|
|
|
using System;
|
2018-10-30 23:29:54 +00:00
|
|
|
|
using System.Diagnostics;
|
2018-09-11 05:05:34 +00:00
|
|
|
|
|
|
|
|
|
namespace RhythmBullet
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// This is the main type for your game.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public class RhythmBulletGame : Game
|
|
|
|
|
{
|
2018-10-30 23:29:54 +00:00
|
|
|
|
public const int WORLD_WIDTH = 4;
|
|
|
|
|
public const int WORLD_HEIGHT = 3;
|
|
|
|
|
public static int pixels_per_WU;
|
|
|
|
|
|
2018-10-31 06:10:15 +00:00
|
|
|
|
GraphicsDeviceManager graphics;
|
2018-09-11 05:05:34 +00:00
|
|
|
|
SpriteBatch spriteBatch;
|
2018-09-15 19:05:14 +00:00
|
|
|
|
public readonly ContentSystem Assets;
|
2018-10-29 03:42:47 +00:00
|
|
|
|
readonly ResolutionContentResolver resolutionContentResolver;
|
|
|
|
|
public PreferencesManager preferencesManager;
|
2018-11-02 02:20:46 +00:00
|
|
|
|
private Screen previousScreen;
|
2018-11-04 05:01:17 +00:00
|
|
|
|
private RenderTarget2D previousScreenRenderTarget;
|
2018-09-15 19:05:14 +00:00
|
|
|
|
private Screen currentScreen;
|
2018-10-31 06:10:15 +00:00
|
|
|
|
private bool resizing;
|
2018-09-11 05:05:34 +00:00
|
|
|
|
public RhythmBulletGame()
|
|
|
|
|
{
|
2018-10-31 06:10:15 +00:00
|
|
|
|
graphics = new GraphicsDeviceManager(this);
|
2018-09-11 05:05:34 +00:00
|
|
|
|
Content.RootDirectory = "Content";
|
2018-09-15 19:05:14 +00:00
|
|
|
|
Assets = new ContentSystem(Content);
|
2018-09-16 06:37:48 +00:00
|
|
|
|
resolutionContentResolver = new ResolutionContentResolver();
|
|
|
|
|
FontContentResolver fcr = new FontContentResolver(resolutionContentResolver);
|
2018-10-30 23:29:54 +00:00
|
|
|
|
Assets.contentPathModifier.Add(typeof(Texture2D), resolutionContentResolver);
|
|
|
|
|
Assets.contentPathModifier.Add(typeof(SpriteFont), fcr);
|
2018-10-29 03:42:47 +00:00
|
|
|
|
preferencesManager = new PreferencesManager(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/RhythmBullet",
|
2018-10-30 23:29:54 +00:00
|
|
|
|
new General(),
|
|
|
|
|
new Controls());
|
2018-10-31 06:10:15 +00:00
|
|
|
|
preferencesManager.Load();
|
|
|
|
|
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
|
|
|
|
|
graphics.PreferredBackBufferWidth = resolution.Width;
|
|
|
|
|
graphics.PreferredBackBufferHeight = resolution.Height;
|
2018-10-29 03:42:47 +00:00
|
|
|
|
}
|
|
|
|
|
|
2018-09-11 05:05:34 +00:00
|
|
|
|
/// <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()
|
|
|
|
|
{
|
2018-10-30 23:29:54 +00:00
|
|
|
|
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
|
|
|
|
|
resolutionContentResolver.Width = resolution.Width;
|
|
|
|
|
resolutionContentResolver.Height = resolution.Height;
|
|
|
|
|
Debug.WriteLine("Initial setup complete.");
|
2018-09-11 05:05:34 +00:00
|
|
|
|
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);
|
2018-10-31 06:10:15 +00:00
|
|
|
|
QueueContent();
|
2018-11-04 05:01:17 +00:00
|
|
|
|
Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), 0.7f);
|
2018-09-11 05:05:34 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// UnloadContent will be called once per game and is the place to unload
|
|
|
|
|
/// game-specific content.
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected override void UnloadContent()
|
|
|
|
|
{
|
2018-10-31 06:10:15 +00:00
|
|
|
|
Assets.UnloadAll();
|
2018-11-04 05:01:17 +00:00
|
|
|
|
previousScreenRenderTarget.Dispose();
|
2018-09-11 05:05:34 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Allows the game to run logic such as updating the world,
|
2018-10-30 23:29:54 +00:00
|
|
|
|
/// checking for collisions, gathering input, and playing audio.
|
2018-09-11 05:05:34 +00:00
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
|
|
|
|
protected override void Update(GameTime gameTime)
|
|
|
|
|
{
|
2018-10-30 23:29:54 +00:00
|
|
|
|
if (!Assets.Done)
|
|
|
|
|
{
|
|
|
|
|
Assets.Update();
|
2018-11-02 02:20:46 +00:00
|
|
|
|
}
|
|
|
|
|
else if (resizing)
|
2018-10-31 06:10:15 +00:00
|
|
|
|
{
|
|
|
|
|
resizing = false;
|
|
|
|
|
PostResize();
|
2018-10-30 23:29:54 +00:00
|
|
|
|
}
|
2018-11-02 02:20:46 +00:00
|
|
|
|
switch (Screen.State)
|
|
|
|
|
{
|
2018-11-01 04:58:26 +00:00
|
|
|
|
case ScreenState.EnterTransition:
|
2018-11-03 06:08:39 +00:00
|
|
|
|
if (previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
|
|
|
|
|
{
|
2018-11-04 05:01:17 +00:00
|
|
|
|
previousScreen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done);
|
2018-11-03 06:08:39 +00:00
|
|
|
|
}
|
2018-11-04 05:01:17 +00:00
|
|
|
|
Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done);
|
2018-11-01 04:58:26 +00:00
|
|
|
|
break;
|
|
|
|
|
case ScreenState.ExitTransition:
|
2018-11-04 05:01:17 +00:00
|
|
|
|
if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done))
|
2018-11-01 04:58:26 +00:00
|
|
|
|
{
|
2018-11-03 06:08:39 +00:00
|
|
|
|
if (Screen.NextScreen != null)
|
|
|
|
|
{
|
2018-11-04 05:01:17 +00:00
|
|
|
|
Debug.WriteLine("Changing to the next given screen.");
|
2018-11-03 06:08:39 +00:00
|
|
|
|
Screen = Screen.NextScreen;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2018-11-04 05:01:17 +00:00
|
|
|
|
Debug.WriteLine("Changing to default screen.");
|
|
|
|
|
Screen = previousScreen != null ? previousScreen : new MainScreen(graphics.GraphicsDevice, Assets);
|
2018-11-03 06:08:39 +00:00
|
|
|
|
}
|
2018-11-01 04:58:26 +00:00
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case ScreenState.Normal:
|
|
|
|
|
Screen.Update(gameTime);
|
|
|
|
|
break;
|
|
|
|
|
}
|
2018-10-30 23:29:54 +00:00
|
|
|
|
|
2018-11-09 05:48:24 +00:00
|
|
|
|
InputUtilities.Update();
|
2018-09-11 05:05:34 +00:00
|
|
|
|
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)
|
|
|
|
|
{
|
2018-11-04 05:01:17 +00:00
|
|
|
|
GraphicsDevice.Clear(Screen.BackgroundColor);
|
|
|
|
|
if (Screen.State == ScreenState.EnterTransition && previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
|
|
|
|
|
{
|
|
|
|
|
graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget);
|
|
|
|
|
GraphicsDevice.Clear(previousScreen.BackgroundColor);
|
|
|
|
|
spriteBatch.Begin();
|
|
|
|
|
previousScreen.Draw(spriteBatch);
|
|
|
|
|
spriteBatch.End();
|
|
|
|
|
graphics.GraphicsDevice.SetRenderTarget(null);
|
|
|
|
|
Screen.UpdatePreviousScreenFrame(previousScreenRenderTarget);
|
|
|
|
|
}
|
2018-09-12 06:32:05 +00:00
|
|
|
|
spriteBatch.Begin();
|
2018-10-29 03:42:47 +00:00
|
|
|
|
Screen.Draw(spriteBatch);
|
2018-09-12 06:32:05 +00:00
|
|
|
|
spriteBatch.End();
|
2018-10-30 23:29:54 +00:00
|
|
|
|
|
2018-09-11 05:05:34 +00:00
|
|
|
|
base.Draw(gameTime);
|
|
|
|
|
}
|
2018-09-11 21:26:38 +00:00
|
|
|
|
|
2018-10-31 06:10:15 +00:00
|
|
|
|
public void Resize(int width, int height)
|
2018-09-11 21:26:38 +00:00
|
|
|
|
{
|
2018-10-31 23:21:44 +00:00
|
|
|
|
pixels_per_WU = height / WORLD_HEIGHT;
|
2018-10-31 06:10:15 +00:00
|
|
|
|
resolutionContentResolver.Width = width;
|
|
|
|
|
resolutionContentResolver.Height = height;
|
|
|
|
|
graphics.PreferredBackBufferWidth = width;
|
|
|
|
|
graphics.PreferredBackBufferHeight = height;
|
|
|
|
|
resizing = true;
|
2018-09-16 06:37:48 +00:00
|
|
|
|
Assets.UnloadAll();
|
2018-10-29 03:42:47 +00:00
|
|
|
|
QueueContent();
|
2018-10-30 23:29:54 +00:00
|
|
|
|
Screen.AssetLoadStateChange(true);
|
2018-11-04 05:01:17 +00:00
|
|
|
|
Screen = new LoadingScreen(Content.Load<Texture2D>("loading_ring"), 0.3f, true);
|
|
|
|
|
previousScreenRenderTarget.Dispose();
|
|
|
|
|
previousScreenRenderTarget = null;
|
2018-10-29 03:42:47 +00:00
|
|
|
|
}
|
|
|
|
|
|
2018-10-31 06:10:15 +00:00
|
|
|
|
private void PostResize()
|
2018-10-29 03:42:47 +00:00
|
|
|
|
{
|
2018-10-31 06:10:15 +00:00
|
|
|
|
graphics.ApplyChanges();
|
2018-10-30 23:29:54 +00:00
|
|
|
|
Screen.AssetLoadStateChange(false);
|
2018-09-16 06:37:48 +00:00
|
|
|
|
}
|
|
|
|
|
|
2018-10-31 06:10:15 +00:00
|
|
|
|
private void QueueContent()
|
2018-09-16 06:37:48 +00:00
|
|
|
|
{
|
2018-10-30 23:29:54 +00:00
|
|
|
|
Assets.Queue<Texture2D>("title");
|
2018-11-01 05:05:10 +00:00
|
|
|
|
Assets.Queue<Texture2D>("default_cover", false);
|
2018-10-30 23:29:54 +00:00
|
|
|
|
Assets.Queue<Texture2D>("backgrounds/mainBG");
|
2018-09-11 21:26:38 +00:00
|
|
|
|
}
|
2018-11-04 05:01:17 +00:00
|
|
|
|
|
|
|
|
|
public Screen Screen
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
return currentScreen;
|
|
|
|
|
}
|
|
|
|
|
set
|
|
|
|
|
{
|
|
|
|
|
previousScreen = currentScreen;
|
|
|
|
|
currentScreen = value;
|
|
|
|
|
if (!Screen.Initiated)
|
|
|
|
|
{
|
|
|
|
|
Screen.Initiate(new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
|
|
|
|
|
}
|
|
|
|
|
if (previousScreen != null && previousScreenRenderTarget == null && previousScreen.UseRenderTargetForExitTransition)
|
|
|
|
|
{
|
|
|
|
|
previousScreenRenderTarget = new RenderTarget2D(graphics.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
|
|
|
|
|
}
|
|
|
|
|
graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget);
|
|
|
|
|
graphics.GraphicsDevice.Clear(Color.Black);
|
|
|
|
|
|
|
|
|
|
Debug.WriteLine("Showing " + value.GetType().Name);
|
|
|
|
|
Debug.WriteLine("Previous screen is " + previousScreen?.GetType().Name);
|
|
|
|
|
Screen.Show();
|
|
|
|
|
}
|
|
|
|
|
}
|
2018-09-11 05:05:34 +00:00
|
|
|
|
}
|
|
|
|
|
}
|