proper splash screen loading as well as proper unloading assets for end of game finished.

This commit is contained in:
Harrison Deng 2018-10-31 01:10:15 -05:00
parent 831c49b685
commit b77aa6d7fd
4 changed files with 69 additions and 31 deletions

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@ -23,19 +23,18 @@ namespace RhythmBullet
public const int WORLD_HEIGHT = 3; public const int WORLD_HEIGHT = 3;
public static int pixels_per_WU; public static int pixels_per_WU;
public GraphicsDeviceManager Graphics; GraphicsDeviceManager graphics;
SpriteBatch spriteBatch; SpriteBatch spriteBatch;
public Color BackgroundColor;
public readonly ContentSystem Assets; public readonly ContentSystem Assets;
readonly ResolutionContentResolver resolutionContentResolver; readonly ResolutionContentResolver resolutionContentResolver;
public PreferencesManager preferencesManager; public PreferencesManager preferencesManager;
private Screen currentScreen; private Screen currentScreen;
private bool resizing;
public RhythmBulletGame() public RhythmBulletGame()
{ {
Graphics = new GraphicsDeviceManager(this); graphics = new GraphicsDeviceManager(this);
Graphics.PreferredBackBufferWidth = 320; BackgroundColor = new Color(0, 0, 0, 255);
Graphics.PreferredBackBufferHeight = 320;
Window.IsBorderless = true;
Content.RootDirectory = "Content"; Content.RootDirectory = "Content";
Assets = new ContentSystem(Content); Assets = new ContentSystem(Content);
resolutionContentResolver = new ResolutionContentResolver(); resolutionContentResolver = new ResolutionContentResolver();
@ -45,6 +44,10 @@ namespace RhythmBullet
preferencesManager = new PreferencesManager(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/RhythmBullet", preferencesManager = new PreferencesManager(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/RhythmBullet",
new General(), new General(),
new Controls()); new Controls());
preferencesManager.Load();
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
graphics.PreferredBackBufferWidth = resolution.Width;
graphics.PreferredBackBufferHeight = resolution.Height;
} }
public Screen Screen public Screen Screen
@ -72,13 +75,9 @@ namespace RhythmBullet
/// </summary> /// </summary>
protected override void Initialize() protected override void Initialize()
{ {
//Load preferences
preferencesManager.Load();
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution; Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
resolutionContentResolver.Width = resolution.Width; resolutionContentResolver.Width = resolution.Width;
resolutionContentResolver.Height = resolution.Height; resolutionContentResolver.Height = resolution.Height;
QueueContent();
Debug.WriteLine("Initial setup complete."); Debug.WriteLine("Initial setup complete.");
base.Initialize(); base.Initialize();
} }
@ -91,8 +90,8 @@ 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);
Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0,0, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight)); QueueContent();
// TODO: use this.Content to load your game content here Screen = new SplashScreen(this, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
} }
/// <summary> /// <summary>
@ -101,7 +100,7 @@ namespace RhythmBullet
/// </summary> /// </summary>
protected override void UnloadContent() protected override void UnloadContent()
{ {
// TODO: Unload any non ContentManager content here Assets.UnloadAll();
} }
/// <summary> /// <summary>
@ -114,6 +113,10 @@ namespace RhythmBullet
if (!Assets.Done) if (!Assets.Done)
{ {
Assets.Update(); Assets.Update();
} else if (resizing)
{
resizing = false;
PostResize();
} }
Screen.Update(gameTime); Screen.Update(gameTime);
@ -126,7 +129,7 @@ namespace RhythmBullet
/// <param name="gameTime">Provides a snapshot of timing values.</param> /// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime) protected override void Draw(GameTime gameTime)
{ {
GraphicsDevice.Clear(Color.Transparent); GraphicsDevice.Clear(BackgroundColor);
spriteBatch.Begin(); spriteBatch.Begin();
Screen.Draw(spriteBatch); Screen.Draw(spriteBatch);
spriteBatch.End(); spriteBatch.End();
@ -134,21 +137,26 @@ namespace RhythmBullet
base.Draw(gameTime); base.Draw(gameTime);
} }
public void PreAssetLoad() public void Resize(int width, int height)
{ {
resolutionContentResolver.Width = width;
resolutionContentResolver.Height = height;
graphics.PreferredBackBufferWidth = width;
graphics.PreferredBackBufferHeight = height;
resizing = true;
Assets.UnloadAll(); Assets.UnloadAll();
resolutionContentResolver.Width = Graphics.PreferredBackBufferWidth;
resolutionContentResolver.Height = Graphics.PreferredBackBufferHeight;
QueueContent(); QueueContent();
Screen.AssetLoadStateChange(true); Screen.AssetLoadStateChange(true);
Screen = new SplashScreen(this, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
} }
public void PostAssetLoad() private void PostResize()
{ {
graphics.ApplyChanges();
Screen.AssetLoadStateChange(false); Screen.AssetLoadStateChange(false);
} }
void QueueContent() private void QueueContent()
{ {
Assets.Queue<Texture2D>("Tech-Circle1"); Assets.Queue<Texture2D>("Tech-Circle1");
Assets.Queue<Texture2D>("polyjet-standard"); Assets.Queue<Texture2D>("polyjet-standard");

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@ -34,7 +34,8 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
try try
{ {
assets.Add(assetName, contentManager.Load<IDisposable>(path)); assets.Add(assetName, contentManager.Load<IDisposable>(path));
} catch (ContentLoadException cle) }
catch (ContentLoadException cle)
{ {
Debug.WriteLine("Failed to load " + assetName + "with modified path: " + cle.Message); Debug.WriteLine("Failed to load " + assetName + "with modified path: " + cle.Message);
Debug.WriteLine("Loading asset from root: " + assetName); Debug.WriteLine("Loading asset from root: " + assetName);
@ -98,6 +99,8 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
/// </summary> /// </summary>
/// <param name="name">the string name used to load the asset</param> /// <param name="name">the string name used to load the asset</param>
public void Remove(string name) public void Remove(string name)
{
lock (queue)
{ {
if (assets.ContainsKey(name)) if (assets.ContainsKey(name))
{ {
@ -105,6 +108,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
assets.Remove(name); assets.Remove(name);
} }
} }
}
/// <summary> /// <summary>
/// Clears the queue. /// Clears the queue.
@ -122,13 +126,13 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
/// </summary> /// </summary>
public void UnloadAll() public void UnloadAll()
{ {
foreach (KeyValuePair<string, IDisposable> asset in assets) lock (queue)
{ {
asset.Value.Dispose(); contentManager.Unload();
assets.Remove(asset.Key); assets.Clear();
}
ClearQueue(); ClearQueue();
} }
}
public bool Done public bool Done
{ {

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@ -5,20 +5,46 @@ using RhythmBullet.Zer01HD.UI;
using RhythmBullet.Zer01HD.Utilities.UI; using RhythmBullet.Zer01HD.Utilities.UI;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Game namespace RhythmBullet.Zer01HD.Game
{ {
class LoadingScreen : Screen class SplashScreen : Screen
{ {
Texture2D recrown; Texture2D recrown;
Rectangle rectangleBounds; Rectangle rectangleBounds;
public LoadingScreen(Texture2D recrown, Rectangle bounds) float proportion = 0.4f;
RhythmBulletGame rhythmBullet;
float progress;
public SplashScreen(RhythmBulletGame rhythmBullet, Rectangle dimensions)
{ {
this.recrown = recrown; this.recrown = rhythmBullet.Content.Load<Texture2D>("RhythmBullet");
this.rectangleBounds = bounds; this.rhythmBullet = rhythmBullet;
rectangleBounds = new Rectangle(0, 0, (int)(dimensions.Height * proportion), (int)(dimensions.Height * proportion));
rectangleBounds.X = (dimensions.Width - rectangleBounds.Width) / 2;
rectangleBounds.Y = (dimensions.Height - rectangleBounds.Height) / 2;
}
public override void Update(GameTime gameTime)
{
if (progress < 0.8f)
{
float delta = (float) gameTime.ElapsedGameTime.TotalSeconds;
progress += (delta/6f);
if (progress > 1f)
{
progress = 1f;
}
rhythmBullet.BackgroundColor.R = (byte)(progress * 255);
rhythmBullet.BackgroundColor.G = (byte)(progress * 255);
rhythmBullet.BackgroundColor.B = (byte)(progress * 255);
}
base.Update(gameTime);
} }
public override void Draw(SpriteBatch spriteBatch) public override void Draw(SpriteBatch spriteBatch)