progress on asset management system

This commit is contained in:
Harrison Deng 2018-09-12 01:32:05 -05:00
parent 8d80913fe2
commit 419fb6ab6b
76 changed files with 918 additions and 14 deletions

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@ -13,3 +13,695 @@
#---------------------------------- Content ---------------------------------# #---------------------------------- Content ---------------------------------#
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/build:1920x1080/backgrounds/mainBG.png
#begin 1920x1080/bar.png
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/build:1920x1080/bar.png
#begin 1920x1080/cybercircle1.png
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/build:1920x1080/cybercircle1.png
#begin 1920x1080/cybercircle3B.png
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/build:1920x1080/cybercircle3B.png
#begin 1920x1080/flake.png
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/build:1920x1080/flake.png
#begin 1920x1080/laser.png
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/build:1920x1080/laser.png
#begin 1920x1080/magic1.png
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#begin 1920x1080/polyjet-standard.png
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#begin 1920x1080/shard.png
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/build:1920x1080/shard.png
#begin 1920x1080/Shooter1.png
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#begin 1920x1080/square.png
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/build:1920x1080/square.png
#begin 1920x1080/Tech-Circle1.png
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/build:1920x1080/Tech-Circle1.png
#begin 1920x1080/title.png
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/build:1920x1080/title.png
#begin 1920x1080/tpSelector.png
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/build:1920x1080/tpSelector.png
#begin 1920x1080/void_circle.png
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/build:1920x1080/void_circle.png
#begin 2560x1440/backgrounds/mainBG.png
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#begin 2560x1440/bar.png
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#begin 2560x1440/cybercircle1.png
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/build:2560x1440/cybercircle1.png
#begin 2560x1440/cybercircle3B.png
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/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
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#begin 2560x1440/flake.png
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/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:2560x1440/flake.png
#begin 2560x1440/laser.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
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/build:2560x1440/laser.png
#begin 2560x1440/magic1.png
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/processor:TextureProcessor
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/processorParam:MakeSquare=False
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/build:2560x1440/magic1.png
#begin 2560x1440/pellet.png
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/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:MakeSquare=False
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#begin 2560x1440/polyjet-standard.png
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#begin 2560x1440/shard.png
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/build:2560x1440/shard.png
#begin 2560x1440/Shooter1.png
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/build:2560x1440/Shooter1.png
#begin 2560x1440/splashlogo.png
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#begin 2560x1440/square.png
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/build:2560x1440/square.png
#begin 2560x1440/Tech-Circle1.png
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#begin 2560x1440/title.png
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/build:2560x1440/title.png
#begin 2560x1440/tpSelector.png
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/build:2560x1440/tpSelector.png
#begin 2560x1440/void_circle.png
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/processorParam:TextureFormat=Color
/build:2560x1440/void_circle.png
#begin 3840x2160/backgrounds/mainBG.png
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/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/backgrounds/mainBG.png
#begin 3840x2160/bar.png
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/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/bar.png
#begin 3840x2160/cybercircle1.png
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/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/cybercircle1.png
#begin 3840x2160/cybercircle3B.png
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/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
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/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/cybercircle3B.png
#begin 3840x2160/flake.png
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/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/flake.png
#begin 3840x2160/laser.png
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/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/laser.png
#begin 3840x2160/magic1.png
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/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/magic1.png
#begin 3840x2160/pellet.png
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/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/pellet.png
#begin 3840x2160/polyjet-standard.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/polyjet-standard.png
#begin 3840x2160/shard.png
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/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/shard.png
#begin 3840x2160/Shooter1.png
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/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/Shooter1.png
#begin 3840x2160/square.png
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/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/square.png
#begin 3840x2160/Tech-Circle1.png
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/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
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/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/Tech-Circle1.png
#begin 3840x2160/title.png
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/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/title.png
#begin 3840x2160/tpSelector.png
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/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:3840x2160/tpSelector.png
#begin 3840x2160/void_circle.png
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/build:3840x2160/void_circle.png
#begin fonts/darktech_ldr.ttf
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#begin fonts/Gasalt-Regular.ttf
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/build:sfx/disintegrate.ogg
#begin sfx/explosion.ogg
/importer:OggImporter
/processor:SongProcessor
/processorParam:Quality=Best
/build:sfx/explosion.ogg
#begin sfx/laser.ogg
/importer:OggImporter
/processor:SongProcessor
/processorParam:Quality=Best
/build:sfx/laser.ogg
#begin sfx/pop_close.ogg
/importer:OggImporter
/processor:SongProcessor
/processorParam:Quality=Best
/build:sfx/pop_close.ogg
#begin sfx/pop_open.ogg
/importer:OggImporter
/processor:SongProcessor
/processorParam:Quality=Best
/build:sfx/pop_open.ogg
#begin shaders/basic.vsh
/importer:
/processor:
/build:shaders/basic.vsh
#begin shaders/bright_filter.fsh
/importer:
/processor:
/build:shaders/bright_filter.fsh
#begin shaders/chrome_abb.fsh
/importer:
/processor:
/build:shaders/chrome_abb.fsh
#begin shaders/combine.fsh
/importer:
/processor:
/build:shaders/combine.fsh
#begin shaders/gaussian_blur.fsh
/importer:
/processor:
/build:shaders/gaussian_blur.fsh
#begin shaders/mesh.fsh
/importer:
/processor:
/build:shaders/mesh.fsh
#begin shaders/mesh.vsh
/importer:
/processor:
/build:shaders/mesh.vsh
#begin defaultCover.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:defaultCover.png
#begin splash_texture.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:splash_texture.png

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@ -0,0 +1,14 @@
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 vColor;
varying vec2 vTexCoord;
void main() {
vColor = a_color;
vTexCoord = a_texCoord0;
gl_Position = u_projTrans * a_position;
}

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@ -0,0 +1,22 @@
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 vColor;
varying vec2 vTexCoord;
uniform sampler2D u_texture;
void main() {
vec4 color = texture(u_texture, vTexCoord);
float brightness = (color.r*0.2126) + (color.g*0.7152) + (color.b * 0.0722);
if (brightness > 0.6) {
gl_FragColor = color *0.75;
} else {
gl_FragColor = vec4(0.0);
}
}

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@ -0,0 +1,27 @@
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 vColor;
varying vec2 vTexCoord;
uniform sampler2D u_texture;
uniform sampler2D u_texture1;
void main() {
vec4 origColor = texture2D(u_texture, vTexCoord);
vec4 blurredColor = texture2D(u_texture1, vTexCoord);
vec4 result;
result = origColor + blurredColor;
result.a = vColor.a;
result.rgb *= vColor.rgb;
gl_FragColor = result;
}

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@ -0,0 +1,45 @@
varying vec4 vColor;
varying vec2 vTexCoord;
uniform sampler2D u_texture;
uniform vec2 resolution;
uniform float radius;
uniform int pass;
void main() {
//this will be our RGBA sum
vec4 sum = vec4(0.0);
//our original texcoord for this fragment
vec2 tc = vTexCoord;
//the amount to blur, i.e. how far off center to sample from
//1.0 -> blur by one pixel
//2.0 -> blur by two pixels, etc.
float blur = radius/resolution.y;
//the direction of our blur
//(1.0, 0.0) -> x-axis blur
//(0.0, 1.0) -> y-axis blur
float hstep = 1.0;
float vstep = 0.0;
if (pass == 1) {
hstep = 0.0;
vstep = 1.0;
}
sum += texture2D(u_texture, vec2(tc.x - 5.0*blur*hstep, tc.y - 5.0*blur*vstep)) * 0.014374;
sum += texture2D(u_texture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.035855;
sum += texture2D(u_texture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.072994;
sum += texture2D(u_texture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.121281;
sum += texture2D(u_texture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.164472;
sum += texture2D(u_texture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.164472;
sum += texture2D(u_texture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.121281;
sum += texture2D(u_texture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.072994;
sum += texture2D(u_texture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.035855;
sum += texture2D(u_texture, vec2(tc.x + 5.0*blur*hstep, tc.y + 5.0*blur*vstep)) * 0.014374;
gl_FragColor = sum;
}

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@ -0,0 +1,10 @@
#ifdef GL_ES
precision mediump float;
#endif
//input from vertex shader
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}

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@ -0,0 +1,13 @@
attribute vec2 a_position;
attribute vec4 a_color;
//our camera matrix
uniform mat4 u_projTrans;
//send the color out to the fragment shader
varying vec4 vColor;
void main() {
vColor = a_color;
gl_Position = u_projTrans * vec4(a_position.xy, 0.0, 1.0);
}

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@ -49,6 +49,9 @@
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Zer01HD\UI\Page\PageManager.cs" /> <Compile Include="Zer01HD\UI\Page\PageManager.cs" />
<Compile Include="Zer01HD\UI\Screen\Screen.cs" /> <Compile Include="Zer01HD\UI\Screen\Screen.cs" />
<Compile Include="Zer01HD\Utilities\ContentSystem\ContentLoader.cs" />
<Compile Include="Zer01HD\Utilities\ContentSystem\ContentSystem.cs" />
<Compile Include="Zer01HD\Utilities\ContentSystem\IContentResolver.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Reference Include="MonoGame.Framework"> <Reference Include="MonoGame.Framework">
@ -109,9 +112,7 @@
</None> </None>
<None Include="app.manifest" /> <None Include="app.manifest" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup />
<Folder Include="Zer01HD\Utilities\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" /> <Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <!-- To modify your build process, add your task inside one of the targets below and uncomment it.

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@ -10,11 +10,23 @@ namespace RhythmBullet
/// </summary> /// </summary>
public class RhythmBulletGame : Game public class RhythmBulletGame : Game
{ {
public Screen currentScreen;
private GraphicsDeviceManager graphics; private GraphicsDeviceManager graphics;
SpriteBatch spriteBatch; SpriteBatch spriteBatch;
Screen currentScreen
{
get
{
return currentScreen;
}
set
{
currentScreen.Hide();
currentScreen = value;
currentScreen.Show();
}
}
public RhythmBulletGame() public RhythmBulletGame()
{ {
graphics = new GraphicsDeviceManager(this); graphics = new GraphicsDeviceManager(this);
@ -43,6 +55,7 @@ namespace RhythmBullet
{ {
// Create a new SpriteBatch, which can be used to draw textures. // Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice); spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here // TODO: use this.Content to load your game content here
} }
@ -64,7 +77,7 @@ namespace RhythmBullet
{ {
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit();
// TODO: Add your update logic here currentScreen.Update(gameTime);
base.Update(gameTime); base.Update(gameTime);
} }
@ -77,8 +90,10 @@ namespace RhythmBullet
{ {
GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here spriteBatch.Begin();
currentScreen.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime); base.Draw(gameTime);
} }

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@ -1,4 +1,4 @@
using RhythmBullet.Zer01HD.UI; using RhythmBullet.Zer01HD.UI.Page;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
@ -7,7 +7,7 @@ using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Game.MainScreen namespace RhythmBullet.Zer01HD.Game.MainScreen
{ {
public class MainPage : Page class MainPage : Page
{ {
public MainPage(int pageX, int pageY) : base(pageX, pageY) public MainPage(int pageX, int pageY) : base(pageX, pageY)
{ {

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@ -6,9 +6,9 @@ using System.Linq;
using System.Text; using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.UI namespace RhythmBullet.Zer01HD.UI.Page
{ {
public class Page class Page
{ {
private readonly int pageX, pageY; private readonly int pageX, pageY;
public readonly int xPos, yPos; public readonly int xPos, yPos;

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@ -6,7 +6,7 @@ using System.Linq;
using System.Text; using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.UI namespace RhythmBullet.Zer01HD.UI.Page
{ {
class PageManager class PageManager
{ {

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@ -8,7 +8,7 @@ using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.UI.Screen namespace RhythmBullet.Zer01HD.UI.Screen
{ {
public class Screen class Screen
{ {
public void Update(GameTime gameTime) public void Update(GameTime gameTime)
{ {

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@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
class ContentLoader
{
}
}

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@ -0,0 +1,40 @@
using Microsoft.Xna.Framework.Content;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
class ContentSystem
{
private readonly ContentManager contentManager;
private readonly Queue<Dictionary<Type, string>> queue;
private Dictionary<string, IDisposable> assets;
readonly Dictionary<Type, IContentResolver> contentResolver;
public ContentSystem(ContentManager contentManager)
{
this.contentManager = contentManager;
assets = new Dictionary<string, IDisposable>();
queue = new Queue<Dictionary<Type, string>>();
contentResolver = new Dictionary<Type, IContentResolver>();
}
void Load(string assetName, Type type)
{
if (assets.ContainsKey(assetName))
{
IContentResolver handler = contentResolver[type];
string path = handler.Load(assetName);
assets.Add(assetName, contentManager.Load<IDisposable>(path));
}
}
T get<T> (string assetName)
{
return (T)assets[assetName];
}
}
}

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@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
interface IContentResolver
{
string Load(string path);
}
}