146 lines
4.5 KiB
C#
146 lines
4.5 KiB
C#
|
using Microsoft.Xna.Framework;
|
||
|
using Microsoft.Xna.Framework.Graphics;
|
||
|
using Microsoft.Xna.Framework.Input;
|
||
|
|
||
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
|
||
|
namespace SemiColinGames {
|
||
|
public class SneakGame : Game {
|
||
|
GraphicsDeviceManager graphics;
|
||
|
RenderTarget2D renderTarget;
|
||
|
|
||
|
SpriteBatch spriteBatch;
|
||
|
SpriteFont font;
|
||
|
bool fullScreen = false;
|
||
|
IDisplay display;
|
||
|
|
||
|
History<Input> input = new History<Input>(2);
|
||
|
|
||
|
FpsCounter fpsCounter = new FpsCounter();
|
||
|
Texture2D grasslandBg1;
|
||
|
Texture2D grasslandBg2;
|
||
|
|
||
|
Player player;
|
||
|
World world;
|
||
|
Camera camera = new Camera();
|
||
|
|
||
|
public SneakGame() {
|
||
|
graphics = new GraphicsDeviceManager(this);
|
||
|
IsMouseVisible = true;
|
||
|
Content.RootDirectory = "Content";
|
||
|
}
|
||
|
|
||
|
// Performs initialization that's needed before starting to run.
|
||
|
protected override void Initialize() {
|
||
|
display = (IDisplay) Services.GetService(typeof(IDisplay));
|
||
|
display.Initialize(Window, graphics);
|
||
|
display.SetFullScreen(fullScreen);
|
||
|
|
||
|
Debug.Initialize(GraphicsDevice);
|
||
|
|
||
|
renderTarget = new RenderTarget2D(
|
||
|
GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
|
||
|
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
|
||
|
|
||
|
base.Initialize();
|
||
|
}
|
||
|
|
||
|
// Called once per game. Loads all game content.
|
||
|
protected override void LoadContent() {
|
||
|
spriteBatch = new SpriteBatch(GraphicsDevice);
|
||
|
font = Content.Load<SpriteFont>("font");
|
||
|
|
||
|
player = new Player(Content.Load<Texture2D>("player_1x"));
|
||
|
world = new World(Content.Load<Texture2D>("grassland"));
|
||
|
grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
|
||
|
grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
|
||
|
}
|
||
|
|
||
|
// Called once per game. Unloads all game content.
|
||
|
protected override void UnloadContent() {
|
||
|
}
|
||
|
|
||
|
// Updates the game world.
|
||
|
protected override void Update(GameTime gameTime) {
|
||
|
Debug.Clear();
|
||
|
|
||
|
input.Add(new Input(GamePad.GetState(PlayerIndex.One), Keyboard.GetState()));
|
||
|
|
||
|
if (input[0].Exit) {
|
||
|
Exit();
|
||
|
}
|
||
|
|
||
|
if (input[0].FullScreen && !input[1].FullScreen) {
|
||
|
fullScreen = !fullScreen;
|
||
|
display.SetFullScreen(fullScreen);
|
||
|
}
|
||
|
|
||
|
if (input[0].Debug && !input[1].Debug) {
|
||
|
Debug.Enabled = !Debug.Enabled;
|
||
|
}
|
||
|
|
||
|
List<Rectangle> collisionTargets = world.CollisionTargets();
|
||
|
player.Update(gameTime, input, collisionTargets);
|
||
|
|
||
|
camera.Update(gameTime, player.Position);
|
||
|
|
||
|
base.Update(gameTime);
|
||
|
}
|
||
|
|
||
|
// Called when the game should draw itself.
|
||
|
protected override void Draw(GameTime gameTime) {
|
||
|
// We need to update the FPS counter in Draw() since Update() might get called more
|
||
|
// frequently, especially when gameTime.IsRunningSlowly.
|
||
|
fpsCounter.Update();
|
||
|
|
||
|
// Draw scene to RenderTarget.
|
||
|
GraphicsDevice.SetRenderTarget(renderTarget);
|
||
|
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||
|
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
|
||
|
|
||
|
// Draw background.
|
||
|
Rectangle bgSource = new Rectangle(
|
||
|
(int) (camera.Left * 0.25), 0, camera.Width, camera.Height);
|
||
|
Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
|
||
|
spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, Color.White);
|
||
|
bgSource = new Rectangle(
|
||
|
(int) (camera.Left * 0.5), 0, camera.Width, camera.Height);
|
||
|
spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White);
|
||
|
|
||
|
// Draw player.
|
||
|
player.Draw(spriteBatch, camera, gameTime);
|
||
|
|
||
|
// Draw foreground tiles.
|
||
|
world.Draw(spriteBatch, camera);
|
||
|
|
||
|
// Draw debug rects.
|
||
|
Debug.Draw(spriteBatch, camera);
|
||
|
|
||
|
// Aaaaand we're done.
|
||
|
spriteBatch.End();
|
||
|
|
||
|
// Draw RenderTarget to screen.
|
||
|
GraphicsDevice.SetRenderTarget(null);
|
||
|
GraphicsDevice.Clear(Color.Black);
|
||
|
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
|
||
|
SamplerState.PointClamp, DepthStencilState.Default,
|
||
|
RasterizerState.CullNone);
|
||
|
Rectangle drawRect = new Rectangle(
|
||
|
0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
|
||
|
spriteBatch.Draw(renderTarget, drawRect, Color.White);
|
||
|
|
||
|
if (Debug.Enabled) {
|
||
|
string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " +
|
||
|
$"{fpsCounter.Fps} FPS";
|
||
|
spriteBatch.DrawString(font, fpsText, new Vector2(10, 10), Color.Teal);
|
||
|
Debug.DrawToast(spriteBatch, font);
|
||
|
}
|
||
|
|
||
|
spriteBatch.End();
|
||
|
|
||
|
base.Draw(gameTime);
|
||
|
}
|
||
|
}
|
||
|
}
|