rhythmbullet/RhythmBullet/RhythmBulletGame.cs

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C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RhythmBullet.Zer01HD.Game.ContentResolvers;
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using RhythmBullet.Zer01HD.Game.Preferences;
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using RhythmBullet.Zer01HD.Game.Screens.MainMenu;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.Camera;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.DataTypes;
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using RhythmBullet.Zer01HD.Utilities.Input;
using RhythmBullet.Zer01HD.Utilities.ScreenSystem;
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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;
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public readonly ContentSystem Assets;
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readonly ResolutionContentResolver resolutionContentResolver;
public PreferencesManager preferencesManager;
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private ScreenManager screenManager;
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private Camera2D camera;
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private bool resizing;
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public RhythmBulletGame()
{
graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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Assets = new ContentSystem(Content);
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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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}
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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
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/// related content. Calling base.Initialize will enumerate through any components
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/// 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);
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camera = new Camera2D(graphics.GraphicsDevice);
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screenManager = new ScreenManager(graphics, camera);
screenManager.RequireNextScreenEvent += ExitTransitionComplete;
QueueContent();
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screenManager.Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), 0.7f);
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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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}
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screenManager.UpdateCurrentScreen(gameTime, Assets.Done);
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InputUtilities.Update();
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camera.Update();
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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)
{
screenManager.DrawCurrentScreen(spriteBatch);
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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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screenManager.Resize(Content.Load<Texture2D>("loading_ring"));
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}
private void PostResize()
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{
graphics.ApplyChanges();
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screenManager.PostResize();
}
private void QueueContent()
{
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Assets.Queue<Texture2D>("title");
Assets.Queue<Texture2D>("default_cover", false);
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Assets.Queue<Texture2D>("backgrounds/mainBG");
}
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private void ExitTransitionComplete(Screen Screen)
{
Screen.NextScreen = new MainScreen(Assets);
}
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}
}