using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using RhythmBullet.Zer01HD.Game; using RhythmBullet.Zer01HD.UI; using RhythmBullet.Zer01HD.Utilities.ContentSystem; namespace RhythmBullet { /// /// This is the main type for your game. /// public class RhythmBulletGame : Game { public GraphicsDeviceManager Graphics; SpriteBatch spriteBatch; public readonly ContentSystem Assets; private Screen currentScreen; Screen CurrentScreen { get { return currentScreen; } set { if (currentScreen != null) { CurrentScreen.Hide(); } currentScreen = value; CurrentScreen.Show(); } } public RhythmBulletGame() { Graphics = new GraphicsDeviceManager(this); Graphics.PreferredBackBufferWidth = 320; Graphics.PreferredBackBufferHeight = 320; Window.IsBorderless = true; Content.RootDirectory = "Content"; Assets = new ContentSystem(Content); } /// /// 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() { // TODO: Add your initialization logic here 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); CurrentScreen = new LoadingScreen(Content.Load("recrown")); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// 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) { CurrentScreen.Update(gameTime); 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(Color.White); spriteBatch.Begin(); CurrentScreen.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } public void Resize(int width, int height) { Graphics.PreferredBackBufferWidth = width; Graphics.PreferredBackBufferHeight = height; } } }