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;
}
}
}