125 lines
4.2 KiB
C#
125 lines
4.2 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.UI;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.UI;
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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 GraphicsDeviceManager Graphics;
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SpriteBatch spriteBatch;
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public readonly ContentSystem Assets;
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private readonly ResolutionContentResolver resolutionContentResolver;
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private Screen currentScreen;
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Screen CurrentScreen
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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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CurrentScreen.Hide();
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}
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currentScreen = value;
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CurrentScreen.Show();
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}
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}
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public RhythmBulletGame()
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{
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Graphics = new GraphicsDeviceManager(this);
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Graphics.PreferredBackBufferWidth = 320;
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Graphics.PreferredBackBufferHeight = 320;
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Window.IsBorderless = true;
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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.contentResolver.Add(typeof(Texture2D), resolutionContentResolver);
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Assets.contentResolver.Add(typeof(SpriteFont), fcr);
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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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// TODO: Add your initialization logic here
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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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CurrentScreen = new LoadingScreen(Content.Load<Texture2D>("recrown"));
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// TODO: use this.Content to load your game content here
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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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// TODO: Unload any non ContentManager content here
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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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CurrentScreen.Update(gameTime);
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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(Color.White);
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spriteBatch.Begin();
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CurrentScreen.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 Reload()
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{
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Assets.UnloadAll();
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resolutionContentResolver.Width = Graphics.PreferredBackBufferWidth;
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resolutionContentResolver.Height = Graphics.PreferredBackBufferHeight;
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}
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void QueueContent()
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{
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}
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}
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}
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