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 RecrownedAthenaeum.Audio;
using RecrownedAthenaeum.ContentResolvers;
using RecrownedAthenaeum.Preferences;
using RecrownedAthenaeum.Screens.MainMenu;
using RecrownedAthenaeum.Camera;
using RecrownedAthenaeum.ContentSystem;
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using RecrownedAthenaeum.SpecialTypes;
using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Persistence;
using RecrownedAthenaeum.ScreenSystem;
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using System;
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using System.Diagnostics;
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using RecrownedAthenaeum.UI.Skin;
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namespace RecrownedAthenaeum
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{
/// <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 readonly ContentManagerController assets;
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readonly ResolutionContentResolver resolutionContentResolver;
public PreferencesManager preferencesManager;
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private ScreenManager screenManager;
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public Camera2D Camera { get; private set; }
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private bool resizing;
private bool initialLoadComplete;
private MainScreen mainScreen;
private Texture2D currentCursorTexture;
internal readonly MusicController musicController;
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private Skin skin;
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public RhythmBulletGame()
{
graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
assets = new ContentManagerController(Content);
musicController = new MusicController();
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resolutionContentResolver = new ResolutionContentResolver();
FontContentResolver fcr = new FontContentResolver(resolutionContentResolver);
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;
musicController.musicList.path = preferencesManager.GetPreferences<General>().MusicDirectory;
musicController.musicList.StartSearch();
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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);
screenManager = new ScreenManager(graphics, Camera);
screenManager.ShowFirstScreenEvent += ShowFirstScreen;
QueueContent();
screenManager.Screen = new LoadingScreen(this, 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();
screenManager.Dispose();
currentCursorTexture.Dispose();
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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)
{
if (!assets.Done)
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{
assets.Update();
}
else if (resizing)
{
resizing = false;
PostResize();
}
else if (!initialLoadComplete)
{
Debug.WriteLine("Initial load complete.");
initialLoadComplete = true;
SetUpCursor();
mainScreen = new MainScreen(assets);
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}
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screenManager.UpdateCurrentScreen(gameTime, assets.Done && musicController.musicList.Searched);
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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();
screenManager.Resize(new LoadingScreen(this, Content.Load<Texture2D>("loading_ring"), 0.4f, true));
SetUpCursor();
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}
private void PostResize()
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{
graphics.ApplyChanges();
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screenManager.PostResize();
}
private void QueueContent()
{
assets.Queue<Texture2D>("cursor", false);
assets.Queue<Texture2D>("title");
assets.Queue<Texture2D>("default_cover", false);
assets.Queue<Texture2D>("backgrounds/mainBG");
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assets.Queue<TextureAtlas>("UI");
}
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private void SetUpCursor()
{
Texture2D texture = assets.Get<Texture2D>("cursor");
int cursorSize = (int)(0.08f * graphics.PreferredBackBufferHeight);
Debug.WriteLine("Cursor size length: " + cursorSize);
RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, cursorSize, cursorSize);
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.Clear(Color.Transparent);
spriteBatch.Begin();
spriteBatch.Draw(texture, new Rectangle(0, 0, cursorSize, cursorSize), Color.White);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
currentCursorTexture?.Dispose();
currentCursorTexture = renderTarget;
Mouse.SetCursor(MouseCursor.FromTexture2D(currentCursorTexture, currentCursorTexture.Width / 2, currentCursorTexture.Height / 2));
}
private void ShowFirstScreen(Screen Screen)
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{
Screen.NextScreen = mainScreen;
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}
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}
}