rhythmbullet/RhythmBullet/RhythmBulletGame.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.ContentSystem;
using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Persistence;
using RecrownedAthenaeum.UI.ScreenSystem;
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using RecrownedAthenaeum.SpecialTypes;
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using RecrownedAthenaeum.UI.SkinSystem;
using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RhythmBullet.Audio;
using RhythmBullet.ContentResolvers;
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using RhythmBullet.Preferences;
using RhythmBullet.Screens.MainMenu;
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using System;
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using System.Diagnostics;
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using System.IO;
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namespace RhythmBullet
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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;
ConsistentSpriteBatch spriteBatch;
public readonly ContentManagerController assets;
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public PreferencesManager preferencesManager;
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private ScreenManager screenManager;
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public Camera2D Camera { get; private set; }
public BasicEffect cameraEffect;
private MainScreen mainScreen;
private Texture2D currentCursorTexture;
internal readonly MusicController musicController;
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private SkinManager skinManager = new SkinManager();
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private ISkin Skin { get { return skinManager.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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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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General general = preferencesManager.GetPreferences<General>();
Resolution resolution = general.Resolution;
musicController.musicList.path = general.MusicDirectory;
musicController.musicList.StartSearch();
if ((general.skinName) != null)
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{
skinManager.LoadSkin(Path.Combine(general.skinDirectory, general.skinName), graphics.GraphicsDevice);
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}
Debug.WriteLine("Initial resolution: " + resolution);
cameraEffect = new BasicEffect(graphics.GraphicsDevice);
cameraEffect.TextureEnabled = true;
cameraEffect.VertexColorEnabled = true;
Camera = new Camera2D(resolution.Width, resolution.Height, cameraEffect);
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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 ConsistentSpriteBatch(GraphicsDevice);
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screenManager = new ScreenManager(graphics);
screenManager.NeedNextScreen += 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 (CheckReadyForInitiate())
{
PostLoad();
}
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else
{
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assets.Update();
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}
screenManager.UpdateCurrentScreen(gameTime, !CheckReadyForInitiate());
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InputUtilities.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)
{
spriteBatch.effect = cameraEffect;
screenManager.DrawScreen(spriteBatch);
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base.Draw(gameTime);
}
public void Resize(int width, int height)
{
pixels_per_WU = height / WORLD_HEIGHT;
graphics.PreferredBackBufferWidth = width;
graphics.PreferredBackBufferHeight = height;
assets.UnloadAll();
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QueueContent();
screenManager.Resize(new LoadingScreen(this, Content.Load<Texture2D>("loading_ring"), 0.4f, true));
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UpdateCursor();
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}
private void PostResize()
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{
graphics.ApplyChanges();
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Camera.Apply();
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screenManager.PostResize();
}
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private bool CheckReadyForInitiate()
{
bool ready = true;
if (!assets.Done || !musicController.musicList.Searched)
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{
ready = false;
}
if (preferencesManager.GetPreferences<General>().skinName != null && !skinManager.MergingSkins)
{
ready = false;
}
return ready;
}
private void ShowFirstScreen(Screen Screen)
{
Screen.NextScreen = mainScreen;
}
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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assets.Queue<SpriteFont>("gasalt_regular");
assets.Queue<SpriteFont>("darktech_ldr");
assets.Queue<SpriteFont>("iron_maiden");
}
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private void PostLoad()
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{
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Debug.WriteLine("Initial setup and loading complete.");
SetUpDefaultSkin();
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UpdateCursor();
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mainScreen = new MainScreen(assets, Skin, Camera);
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}
private void UpdateCursor()
{
SpriteBatch spriteBatch = this.spriteBatch;
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Texture2D texture = Skin.CursorTexture;
int cursorSize = (int)(0.07f * 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));
}
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private void SetUpDefaultSkin()
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{
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Skin skin = new Skin(assets.Get<TextureAtlas>("UI"), assets.Get<Texture2D>("cursor"));
skin.AddColor("default", Color.White);
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TextButtonSkinDefinition textButtonSkinDefinition = new TextButtonSkinDefinition("rectangle-button-down", "rectangle-button");
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textButtonSkinDefinition.selectedRegion = "rectangle-button-highlighted";
textButtonSkinDefinition.disabledRegion = "rectangle-button-disabled";
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skin.AddDefinition(textButtonSkinDefinition);
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skin.Laminate();
skinManager.BaseSkin = skin;
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}
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}
}