1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using Microsoft.Xna.Framework; |
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5 | using Microsoft.Xna.Framework.Audio; |
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6 | using Microsoft.Xna.Framework.Content; |
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7 | using Microsoft.Xna.Framework.GamerServices; |
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8 | using Microsoft.Xna.Framework.Graphics; |
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9 | using Microsoft.Xna.Framework.Input; |
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10 | using Microsoft.Xna.Framework.Media; |
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11 | using CastleMaster.Input; |
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12 | |
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13 | using Keys = System.Windows.Forms.Keys; |
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14 | using System.Text; |
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15 | using CastleMaster.Graphics; |
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16 | using CastleMaster.World; |
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17 | |
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18 | namespace CastleMaster |
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19 | { |
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20 | /// <summary> |
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21 | /// This is the main type for your game |
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22 | /// </summary> |
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23 | public class Game : Microsoft.Xna.Framework.Game |
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24 | { |
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25 | public const int WIDTH = 800; |
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26 | public const int HEIGHT = 600; |
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27 | public const string TITLE = "Castle Master Alpha 0.1"; |
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28 | |
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29 | private const string UPS_TEXT = " UPS: "; |
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30 | private const string FPS_TEXT = " | FPS: "; |
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31 | |
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32 | private GraphicsDeviceManager graphics; |
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33 | private SpriteBatch spriteBatch; |
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34 | private InputHandler input; |
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35 | private RenderHelper renderer; |
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36 | private Camera camera; |
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37 | private Level level; |
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38 | |
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39 | #region Counter |
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40 | private readonly TimeSpan ONE_SECOND = TimeSpan.FromSeconds(1.0); |
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41 | private TimeSpan currentTime = TimeSpan.Zero; |
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42 | private int frames = 0, updates = 0; |
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43 | #endregion |
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44 | |
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45 | public Game() |
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46 | { |
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47 | graphics = new GraphicsDeviceManager(this); |
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48 | Content.RootDirectory = "Content"; |
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49 | input = new InputHandler(Window); |
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50 | } |
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51 | |
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52 | /// <summary> |
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53 | /// Allows the game to perform any initialization it needs to before starting to run. |
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54 | /// This is where it can query for any required services and load any non-graphic |
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55 | /// related content. Calling base.Initialize will enumerate through any components |
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56 | /// and initialize them as well. |
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57 | /// </summary> |
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58 | protected override void Initialize() |
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59 | { |
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60 | graphics.PreferredBackBufferWidth = WIDTH; |
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61 | graphics.PreferredBackBufferHeight = HEIGHT; |
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62 | graphics.SynchronizeWithVerticalRetrace = true; |
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63 | graphics.ApplyChanges(); |
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64 | Window.Title = TITLE; |
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65 | IsMouseVisible = true; |
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66 | |
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67 | InitializeInput(); |
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68 | |
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69 | base.Initialize(); |
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70 | } |
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71 | |
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72 | private void InitializeInput() |
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73 | { |
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74 | input.RegisterKeyboardKey(Keys.Escape); |
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75 | } |
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76 | |
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77 | /// <summary> |
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78 | /// LoadContent will be called once per game and is the place to load |
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79 | /// all of your content. |
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80 | /// </summary> |
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81 | protected override void LoadContent() |
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82 | { |
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83 | spriteBatch = new SpriteBatch(GraphicsDevice); |
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84 | renderer = new RenderHelper(spriteBatch); |
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85 | |
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86 | Resources.LoadResources(Content, renderer); |
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87 | } |
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88 | |
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89 | /// <summary> |
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90 | /// UnloadContent will be called once per game and is the place to unload |
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91 | /// all content. |
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92 | /// </summary> |
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93 | protected override void UnloadContent() |
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94 | { |
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95 | // TODO: Unload any non ContentManager content here |
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96 | } |
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97 | |
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98 | protected override void BeginRun() |
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99 | { |
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100 | base.BeginRun(); |
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101 | |
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102 | camera = new Camera(); |
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103 | level = new Level(128, 128); |
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104 | } |
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105 | |
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106 | /// <summary> |
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107 | /// Allows the game to run logic such as updating the world, |
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108 | /// checking for collisions, gathering input, and playing audio. |
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109 | /// </summary> |
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110 | /// <param name="gameTime">Provides a snapshot of timing values.</param> |
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111 | protected override void Update(GameTime gameTime) |
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112 | { |
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113 | input.Update(); |
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114 | camera.Update(); |
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115 | |
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116 | if (InputHandler.HasKeyBeenPressed(Keys.Escape)) |
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117 | this.Exit(); |
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118 | |
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119 | updates++; |
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120 | currentTime += gameTime.ElapsedGameTime; |
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121 | if (currentTime >= ONE_SECOND) |
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122 | { |
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123 | currentTime = TimeSpan.Zero; |
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124 | Window.Title = new StringBuilder(TITLE).Append(FPS_TEXT).Append(frames).Append(UPS_TEXT).Append(updates).ToString(); |
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125 | frames = updates = 0; |
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126 | } |
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127 | |
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128 | base.Update(gameTime); |
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129 | } |
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130 | |
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131 | /// <summary> |
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132 | /// This is called when the game should draw itself. |
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133 | /// </summary> |
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134 | /// <param name="gameTime">Provides a snapshot of timing values.</param> |
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135 | protected override void Draw(GameTime gameTime) |
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136 | { |
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137 | GraphicsDevice.Clear(Color.Black); |
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138 | |
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139 | renderer.BeginRender(); |
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140 | |
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141 | level.RenderBackground(camera, renderer); |
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142 | |
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143 | renderer.EndRender(); |
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144 | |
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145 | frames++; |
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146 | base.Draw(gameTime); |
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147 | } |
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148 | } |
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149 | } |
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