2018-09-11 05:05:34 +00:00
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using RhythmBullet.Zer01HD.UI.Screen;
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namespace RhythmBullet
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class RhythmBulletGame : Game
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{
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2018-09-11 21:26:38 +00:00
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private GraphicsDeviceManager graphics;
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2018-09-11 05:05:34 +00:00
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SpriteBatch spriteBatch;
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2018-09-12 06:32:05 +00:00
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Screen currentScreen
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{
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get
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{
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return currentScreen;
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}
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set
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{
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currentScreen.Hide();
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currentScreen = value;
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currentScreen.Show();
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}
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}
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2018-09-11 05:05:34 +00:00
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public RhythmBulletGame()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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graphics.PreferredBackBufferWidth = 1920;
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graphics.PreferredBackBufferHeight = 1080;
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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2018-09-12 06:32:05 +00:00
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2018-09-11 05:05:34 +00:00
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// TODO: use this.Content to load your game content here
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// 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>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit();
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2018-09-12 06:32:05 +00:00
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currentScreen.Update(gameTime);
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2018-09-11 05:05:34 +00:00
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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2018-09-12 06:32:05 +00:00
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spriteBatch.Begin();
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currentScreen.Draw(spriteBatch);
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spriteBatch.End();
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2018-09-11 05:05:34 +00:00
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base.Draw(gameTime);
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}
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2018-09-11 21:26:38 +00:00
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public int getWidth()
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{
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return graphics.PreferredBackBufferWidth;
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}
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public int getHeight()
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{
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return graphics.PreferredBackBufferHeight;
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}
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public void resize(int width, int height)
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{
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graphics.PreferredBackBufferWidth = width;
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graphics.PreferredBackBufferHeight = height;
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}
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2018-09-11 05:05:34 +00:00
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}
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}
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