using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using RhythmBullet.Zer01HD.Game; using RhythmBullet.Zer01HD.Game.ContentResolvers; using RhythmBullet.Zer01HD.Game.Preferences; using RhythmBullet.Zer01HD.Game.Screens; using RhythmBullet.Zer01HD.UI; using RhythmBullet.Zer01HD.Utilities; using RhythmBullet.Zer01HD.Utilities.ContentSystem; using RhythmBullet.Zer01HD.Utilities.DataTypes; using RhythmBullet.Zer01HD.Utilities.UI; using System; using System.Diagnostics; namespace RhythmBullet { /// /// This is the main type for your game. /// public class RhythmBulletGame : Game { public const int WORLD_WIDTH = 4; public const int WORLD_HEIGHT = 3; public static int pixels_per_WU; GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Color BackgroundColor; public readonly ContentSystem Assets; readonly ResolutionContentResolver resolutionContentResolver; public PreferencesManager preferencesManager; private Screen previousScreen; private Screen currentScreen; private bool resizing; public RhythmBulletGame() { graphics = new GraphicsDeviceManager(this); BackgroundColor = Color.Black; Content.RootDirectory = "Content"; Assets = new ContentSystem(Content); resolutionContentResolver = new ResolutionContentResolver(); FontContentResolver fcr = new FontContentResolver(resolutionContentResolver); Assets.contentPathModifier.Add(typeof(Texture2D), resolutionContentResolver); Assets.contentPathModifier.Add(typeof(SpriteFont), fcr); preferencesManager = new PreferencesManager(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/RhythmBullet", new General(), new Controls()); preferencesManager.Load(); Resolution resolution = preferencesManager.GetPreferences().Resolution; graphics.PreferredBackBufferWidth = resolution.Width; graphics.PreferredBackBufferHeight = resolution.Height; } public Screen Screen { get { return currentScreen; } set { if (currentScreen != null) { previousScreen = value; Screen.Hide(); } currentScreen = value; currentScreen.ScreenSize.Width = graphics.PreferredBackBufferWidth; currentScreen.ScreenSize.Height = graphics.PreferredBackBufferHeight; Screen.Show(); } } /// /// 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 /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// protected override void Initialize() { Resolution resolution = preferencesManager.GetPreferences().Resolution; resolutionContentResolver.Width = resolution.Width; resolutionContentResolver.Height = resolution.Height; Debug.WriteLine("Initial setup complete."); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); QueueContent(); Screen = new LoadingScreen(Content.Load("RhythmBullet"), 0.7f, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight)); } /// /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// protected override void UnloadContent() { Assets.UnloadAll(); } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { if (!Assets.Done) { Assets.Update(); } else if (resizing) { resizing = false; PostResize(); } switch (Screen.State) { case ScreenState.EnterTransition: Screen.EnteringTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor); break; case ScreenState.ExitTransition: if (Screen.ExitingTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor)) { Screen = previousScreen != null ? previousScreen : new MainScreen(graphics.GraphicsDevice, BackgroundColor, Assets); } break; case ScreenState.Normal: Screen.Update(gameTime); break; } base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(BackgroundColor); spriteBatch.Begin(); Screen.Draw(spriteBatch); spriteBatch.End(); 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(); QueueContent(); Screen.AssetLoadStateChange(true); Screen = new LoadingScreen(Content.Load("loading_ring"), 0.3f, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), true); } private void PostResize() { graphics.ApplyChanges(); Screen.AssetLoadStateChange(false); } private void QueueContent() { Assets.Queue("title"); Assets.Queue("default_cover", false); Assets.Queue("backgrounds/mainBG"); } } }