171 lines
6.1 KiB
C#
171 lines
6.1 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using Microsoft.Xna.Framework.Input;
|
|
using RhythmBullet.Zer01HD.Game;
|
|
using RhythmBullet.Zer01HD.Game.ContentResolvers;
|
|
using RhythmBullet.Zer01HD.Game.Preferences;
|
|
using RhythmBullet.Zer01HD.UI;
|
|
using RhythmBullet.Zer01HD.Utilities;
|
|
using RhythmBullet.Zer01HD.Utilities.ContentSystem;
|
|
using RhythmBullet.Zer01HD.Utilities.DataTypes;
|
|
using RhythmBullet.Zer01HD.Utilities.UI;
|
|
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;
|
|
|
|
public GraphicsDeviceManager Graphics;
|
|
SpriteBatch spriteBatch;
|
|
public readonly ContentSystem Assets;
|
|
readonly ResolutionContentResolver resolutionContentResolver;
|
|
public PreferencesManager preferencesManager;
|
|
private Screen currentScreen;
|
|
|
|
public RhythmBulletGame()
|
|
{
|
|
Graphics = new GraphicsDeviceManager(this);
|
|
Graphics.PreferredBackBufferWidth = 320;
|
|
Graphics.PreferredBackBufferHeight = 320;
|
|
Window.IsBorderless = true;
|
|
Content.RootDirectory = "Content";
|
|
Assets = new ContentSystem(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());
|
|
}
|
|
|
|
public Screen Screen
|
|
{
|
|
get
|
|
{
|
|
return currentScreen;
|
|
}
|
|
set
|
|
{
|
|
if (currentScreen != null)
|
|
{
|
|
Screen.Hide();
|
|
}
|
|
currentScreen = value;
|
|
Screen.Show();
|
|
}
|
|
}
|
|
|
|
/// <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()
|
|
{
|
|
//Load preferences
|
|
preferencesManager.Load();
|
|
|
|
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
|
|
resolutionContentResolver.Width = resolution.Width;
|
|
resolutionContentResolver.Height = resolution.Height;
|
|
QueueContent();
|
|
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);
|
|
Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0,0, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight));
|
|
// TODO: use this.Content to load your game content here
|
|
}
|
|
|
|
/// <summary>
|
|
/// UnloadContent will be called once per game and is the place to unload
|
|
/// game-specific content.
|
|
/// </summary>
|
|
protected override void UnloadContent()
|
|
{
|
|
// TODO: Unload any non ContentManager content here
|
|
}
|
|
|
|
/// <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();
|
|
}
|
|
Screen.Update(gameTime);
|
|
|
|
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)
|
|
{
|
|
GraphicsDevice.Clear(Color.Transparent);
|
|
spriteBatch.Begin();
|
|
Screen.Draw(spriteBatch);
|
|
spriteBatch.End();
|
|
|
|
base.Draw(gameTime);
|
|
}
|
|
|
|
public void PreAssetLoad()
|
|
{
|
|
Assets.UnloadAll();
|
|
resolutionContentResolver.Width = Graphics.PreferredBackBufferWidth;
|
|
resolutionContentResolver.Height = Graphics.PreferredBackBufferHeight;
|
|
QueueContent();
|
|
Screen.AssetLoadStateChange(true);
|
|
}
|
|
|
|
public void PostAssetLoad()
|
|
{
|
|
Screen.AssetLoadStateChange(false);
|
|
}
|
|
|
|
void QueueContent()
|
|
{
|
|
Assets.Queue<Texture2D>("Tech-Circle1");
|
|
Assets.Queue<Texture2D>("polyjet-standard");
|
|
Assets.Queue<Texture2D>("cybercircle3B");
|
|
Assets.Queue<Texture2D>("title");
|
|
Assets.Queue<Texture2D>("cybercircle1");
|
|
Assets.Queue<Texture2D>("default_cover");
|
|
Assets.Queue<Texture2D>("laser");
|
|
Assets.Queue<Texture2D>("pellet");
|
|
Assets.Queue<Texture2D>("shard");
|
|
Assets.Queue<Texture2D>("bar");
|
|
Assets.Queue<Texture2D>("flake");
|
|
Assets.Queue<Texture2D>("void_circle");
|
|
Assets.Queue<Texture2D>("tpSelector");
|
|
Assets.Queue<Texture2D>("backgrounds/mainBG");
|
|
Assets.Queue<Texture2D>("magic1");
|
|
}
|
|
}
|
|
}
|