rhythmbullet/RhythmBullet/RhythmBulletGame.cs

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;
}
}
}