168 lines
6.3 KiB
C#
168 lines
6.3 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using Microsoft.Xna.Framework.Input;
|
|
using RhythmBullet.Zer01HD.ContentResolvers;
|
|
using RhythmBullet.Zer01HD.Preferences;
|
|
using RhythmBullet.Zer01HD.Screens.MainMenu;
|
|
using RhythmBullet.Zer01HD.Utilities;
|
|
using RhythmBullet.Zer01HD.Utilities.Camera;
|
|
using RhythmBullet.Zer01HD.Utilities.ContentSystem;
|
|
using RhythmBullet.Zer01HD.Utilities.DataTypes;
|
|
using RhythmBullet.Zer01HD.Utilities.Input;
|
|
using RhythmBullet.Zer01HD.Utilities.Persistence;
|
|
using RhythmBullet.Zer01HD.Utilities.ScreenSystem;
|
|
using System;
|
|
using System.Diagnostics;
|
|
|
|
namespace RhythmBullet
|
|
{
|
|
/// <summary>
|
|
/// This is the main type for your game.
|
|
/// </summary>
|
|
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 readonly ContentManagerController Assets;
|
|
readonly ResolutionContentResolver resolutionContentResolver;
|
|
public PreferencesManager preferencesManager;
|
|
private ScreenManager screenManager;
|
|
public Camera2D Camera { get; private set; }
|
|
private bool resizing;
|
|
private bool initialLoadComplete;
|
|
private MainScreen mainScreen;
|
|
public RhythmBulletGame()
|
|
{
|
|
graphics = new GraphicsDeviceManager(this);
|
|
Content.RootDirectory = "Content";
|
|
Assets = new ContentManagerController(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<General>().Resolution;
|
|
graphics.PreferredBackBufferWidth = resolution.Width;
|
|
graphics.PreferredBackBufferHeight = resolution.Height;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
protected override void Initialize()
|
|
{
|
|
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
|
|
resolutionContentResolver.Width = resolution.Width;
|
|
resolutionContentResolver.Height = resolution.Height;
|
|
Debug.WriteLine("Initial setup complete.");
|
|
base.Initialize();
|
|
}
|
|
|
|
/// <summary>
|
|
/// LoadContent will be called once per game and is the place to load
|
|
/// all of your content.
|
|
/// </summary>
|
|
protected override void LoadContent()
|
|
{
|
|
// Create a new SpriteBatch, which can be used to draw textures.
|
|
spriteBatch = new SpriteBatch(GraphicsDevice);
|
|
Camera = new Camera2D(graphics.GraphicsDevice);
|
|
screenManager = new ScreenManager(graphics, Camera);
|
|
screenManager.RequireNextScreenEvent += RequireNextScreen;
|
|
QueueContent();
|
|
screenManager.Screen = new LoadingScreen(this, Content.Load<Texture2D>("RhythmBullet"), 0.7f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// UnloadContent will be called once per game and is the place to unload
|
|
/// game-specific content.
|
|
/// </summary>
|
|
protected override void UnloadContent()
|
|
{
|
|
Assets.UnloadAll();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Allows the game to run logic such as updating the world,
|
|
/// checking for collisions, gathering input, and playing audio.
|
|
/// </summary>
|
|
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
|
protected override void Update(GameTime gameTime)
|
|
{
|
|
if (!Assets.Done)
|
|
{
|
|
Assets.Update();
|
|
}
|
|
else if (resizing)
|
|
{
|
|
resizing = false;
|
|
PostResize();
|
|
} else if (!initialLoadComplete)
|
|
{
|
|
Console.WriteLine("Initial load complete.");
|
|
initialLoadComplete = true;
|
|
mainScreen = new MainScreen(Assets);
|
|
}
|
|
|
|
screenManager.UpdateCurrentScreen(gameTime, Assets.Done);
|
|
|
|
InputUtilities.Update();
|
|
Camera.Update();
|
|
base.Update(gameTime);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the game should draw itself.
|
|
/// </summary>
|
|
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
|
protected override void Draw(GameTime gameTime)
|
|
{
|
|
screenManager.DrawCurrentScreen(spriteBatch);
|
|
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();
|
|
screenManager.Resize(new LoadingScreen(this, Content.Load<Texture2D>("loading_ring"), 0.4f));
|
|
}
|
|
|
|
private void PostResize()
|
|
{
|
|
graphics.ApplyChanges();
|
|
screenManager.PostResize();
|
|
}
|
|
|
|
private void QueueContent()
|
|
{
|
|
Assets.Queue<Texture2D>("cursor", false);
|
|
Assets.Queue<Texture2D>("title");
|
|
Assets.Queue<Texture2D>("default_cover", false);
|
|
Assets.Queue<Texture2D>("backgrounds/mainBG");
|
|
}
|
|
|
|
private void RequireNextScreen(Screen Screen)
|
|
{
|
|
Screen.NextScreen = mainScreen;
|
|
}
|
|
}
|
|
}
|