193 lines
7.4 KiB
C#
193 lines
7.4 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.ContentResolvers;
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using RhythmBullet.Zer01HD.Preferences;
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using RhythmBullet.Zer01HD.Screens.MainMenu;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.Camera;
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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.Input;
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using RhythmBullet.Zer01HD.Utilities.Persistence;
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using RhythmBullet.Zer01HD.Utilities.ScreenSystem;
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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 readonly ContentManagerController Assets;
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readonly ResolutionContentResolver resolutionContentResolver;
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public PreferencesManager preferencesManager;
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private ScreenManager screenManager;
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public Camera2D Camera { get; private set; }
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private bool resizing;
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private bool initialLoadComplete;
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private MainScreen mainScreen;
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private Texture2D currentCursorTexture;
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public RhythmBulletGame()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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Assets = new ContentManagerController(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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/// <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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Camera = new Camera2D(graphics.GraphicsDevice);
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screenManager = new ScreenManager(graphics, Camera);
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screenManager.RequireNextScreenEvent += RequireNextScreen;
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QueueContent();
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screenManager.Screen = new LoadingScreen(this, Content.Load<Texture2D>("RhythmBullet"), 0.7f);
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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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screenManager.Dispose();
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currentCursorTexture.Dispose();
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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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else if (!initialLoadComplete)
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{
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Debug.WriteLine("Initial load complete.");
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initialLoadComplete = true;
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SetUpCursor();
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mainScreen = new MainScreen(Assets);
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}
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screenManager.UpdateCurrentScreen(gameTime, Assets.Done);
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InputUtilities.Update();
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Camera.Update();
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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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screenManager.DrawCurrentScreen(spriteBatch);
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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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screenManager.Resize(new LoadingScreen(this, Content.Load<Texture2D>("loading_ring"), 0.4f));
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SetUpCursor();
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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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screenManager.PostResize();
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}
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private void QueueContent()
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{
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Assets.Queue<Texture2D>("cursor", false);
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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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private void SetUpCursor()
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{
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Texture2D texture = Assets.Get<Texture2D>("cursor");
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int cursorSize = (int)(0.08f * graphics.PreferredBackBufferHeight);
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Debug.WriteLine("Cursor size length: " + cursorSize);
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RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, cursorSize, cursorSize);
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GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.Clear(Color.Transparent);
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spriteBatch.Begin();
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spriteBatch.Draw(texture, new Rectangle(0, 0, cursorSize, cursorSize), Color.White);
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spriteBatch.End();
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GraphicsDevice.SetRenderTarget(null);
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currentCursorTexture?.Dispose();
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currentCursorTexture = renderTarget;
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Mouse.SetCursor(MouseCursor.FromTexture2D(currentCursorTexture, currentCursorTexture.Width / 2, currentCursorTexture.Height / 2));
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}
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private void RequireNextScreen(Screen Screen)
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{
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Screen.NextScreen = mainScreen;
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}
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}
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}
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