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Game1.cs
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Content;
using System.Collections.Generic;
namespace ActionGame
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
FPSCounter counter;
public Screen MainScreen;
public Screen NextScreen;
public List<Screen> FloatScreen;
public Point screensize = new Point(1280,720);
public bool isFullScreen;
public ScreenManager screenManager;
public Input input;
public Assets assets;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 1280; // set this value to the desired width of your window
graphics.PreferredBackBufferHeight = 720; // set this value to the desired height of your window
graphics.ApplyChanges();
Content.RootDirectory = "Content";
}
/// <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()
{
// TODO: Add your initialization logic here
base.Initialize();
//this.IsMouseVisible = true;
counter = new FPSCounter();
FloatScreen = new List<Screen>();
input = new Input(this);
}
/// <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);
MainScreen = new BrankScreen(this, Content);
assets = new Assets(this);
assets.Load();
screenManager = new ScreenManager(this);
screenManager.setScreen(new splashScreen1(this, Content),ScreenAnimation.fadeInOut,0.5F,0);
// 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)
{
// TODO: Add your update logic here
float delta = counter.getDeltaTime(gameTime);
this.Window.Title = "FPS : " + counter.fpsCounter(delta).ToString();
try
{
foreach (Screen s in FloatScreen)
{
s.update(delta);
}
}
catch (System.Exception) { }
if (MainScreen != null ) MainScreen.update(delta);
if (input.onKeyDown(Keys.Q)) {
SizeForm f = new SizeForm(this);f.ShowDialog();
if (isFullScreen)
{
this.Window.IsBorderless = true;
this.Window.Position = Point.Zero;
screensize = new Point(GraphicsDevice.DisplayMode.Width, GraphicsDevice.DisplayMode.Height);
graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width;
graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height;
}
else {
this.Window.IsBorderless = false;
graphics.PreferredBackBufferWidth = screensize.X; // set this value to the desired width of your window
graphics.PreferredBackBufferHeight = screensize.Y; // set this value to the desired height of your window
}
graphics.ApplyChanges();
}
if (input.onKeyDown(Keys.T)) { screenManager.setScreen(new TitleScreen(this, Content), ScreenAnimation.fadeInOut, 0.2F, 0); FloatScreen.Clear(); }
if (input.onKeyDown(Keys.G)) { FloatScreen.Clear(); screenManager.setScreen(new GameScreen(this, Content), ScreenAnimation.fadeInOut, 0.2F, 0); }
screenManager.update(delta);
input.update();
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.Black);
if (MainScreen != null) MainScreen.Draw(spriteBatch);
try
{
foreach (Screen s in FloatScreen)
{
s.Draw(spriteBatch);
}
}
catch (System.Exception)
{
// throw;
}
// if(input.OnMouseDown)
spriteBatch.Begin(transformMatrix: GetScaleMatrix());
spriteBatch.Draw(assets.cursor, new Rectangle(input.getPosition().X,input.getPosition().Y, 80, 80), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
public Matrix GetScaleMatrix()
{
var scaleX = (float)screensize.X / 1280;
var scaleY = (float)screensize.Y / 720;
return Matrix.CreateScale(scaleX, scaleY, 1.0f);
}
}
}