189 lines
7.1 KiB
C#
189 lines
7.1 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using RhythmBullet.Zer01HD.Game;
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using RhythmBullet.Zer01HD.Game.ContentResolvers;
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using RhythmBullet.Zer01HD.Game.Preferences;
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using RhythmBullet.Zer01HD.Game.Screens;
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using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.DataTypes;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using System;
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using System.Diagnostics;
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namespace RhythmBullet
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class RhythmBulletGame : Game
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{
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public const int WORLD_WIDTH = 4;
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public const int WORLD_HEIGHT = 3;
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public static int pixels_per_WU;
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public Color BackgroundColor;
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public readonly ContentSystem Assets;
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readonly ResolutionContentResolver resolutionContentResolver;
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public PreferencesManager preferencesManager;
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private Screen previousScreen;
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private Screen currentScreen;
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private bool resizing;
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public RhythmBulletGame()
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{
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graphics = new GraphicsDeviceManager(this);
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BackgroundColor = Color.Black;
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Content.RootDirectory = "Content";
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Assets = new ContentSystem(Content);
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resolutionContentResolver = new ResolutionContentResolver();
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FontContentResolver fcr = new FontContentResolver(resolutionContentResolver);
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Assets.contentPathModifier.Add(typeof(Texture2D), resolutionContentResolver);
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Assets.contentPathModifier.Add(typeof(SpriteFont), fcr);
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preferencesManager = new PreferencesManager(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/RhythmBullet",
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new General(),
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new Controls());
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preferencesManager.Load();
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Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
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graphics.PreferredBackBufferWidth = resolution.Width;
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graphics.PreferredBackBufferHeight = resolution.Height;
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}
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public Screen Screen
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{
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get
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{
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return currentScreen;
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}
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set
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{
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if (currentScreen != null)
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{
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previousScreen = value;
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Screen.Hide();
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}
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currentScreen = value;
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currentScreen.ScreenSize.Width = graphics.PreferredBackBufferWidth;
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currentScreen.ScreenSize.Height = graphics.PreferredBackBufferHeight;
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Screen.Show();
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}
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
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resolutionContentResolver.Width = resolution.Width;
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resolutionContentResolver.Height = resolution.Height;
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Debug.WriteLine("Initial setup complete.");
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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QueueContent();
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Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), 0.7f, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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Assets.UnloadAll();
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (!Assets.Done)
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{
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Assets.Update();
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}
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else if (resizing)
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{
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resizing = false;
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PostResize();
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}
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switch (Screen.State)
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{
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case ScreenState.EnterTransition:
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Screen.EnteringTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor);
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break;
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case ScreenState.ExitTransition:
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if (Screen.ExitingTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor))
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{
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Screen = previousScreen != null ? previousScreen : new MainScreen(graphics.GraphicsDevice, BackgroundColor, Assets);
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}
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break;
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case ScreenState.Normal:
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Screen.Update(gameTime);
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break;
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}
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(BackgroundColor);
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spriteBatch.Begin();
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Screen.Draw(spriteBatch);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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public void Resize(int width, int height)
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{
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pixels_per_WU = height / WORLD_HEIGHT;
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resolutionContentResolver.Width = width;
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resolutionContentResolver.Height = height;
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graphics.PreferredBackBufferWidth = width;
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graphics.PreferredBackBufferHeight = height;
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resizing = true;
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Assets.UnloadAll();
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QueueContent();
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Screen.AssetLoadStateChange(true);
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Screen = new LoadingScreen(Content.Load<Texture2D>("loading_ring"), 0.3f, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), true);
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}
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private void PostResize()
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{
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graphics.ApplyChanges();
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Screen.AssetLoadStateChange(false);
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}
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private void QueueContent()
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{
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Assets.Queue<Texture2D>("title");
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Assets.Queue<Texture2D>("default_cover", false);
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Assets.Queue<Texture2D>("backgrounds/mainBG");
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}
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}
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}
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