using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using RhythmBullet.Zer01HD.UI.Screen; namespace RhythmBullet { /// /// This is the main type for your game. /// public class RhythmBulletGame : Game { private GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Screen currentScreen { get { return currentScreen; } set { currentScreen.Hide(); currentScreen = value; currentScreen.Show(); } } public RhythmBulletGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; } /// /// 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); // 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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); 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.CornflowerBlue); spriteBatch.Begin(); currentScreen.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } public int getWidth() { return graphics.PreferredBackBufferWidth; } public int getHeight() { return graphics.PreferredBackBufferHeight; } public void resize(int width, int height) { graphics.PreferredBackBufferWidth = width; graphics.PreferredBackBufferHeight = height; } } }