A stealth-based 2D platformer where you don't have to kill anyone unless you want to. https://www.semicolin.games
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  1. using Microsoft.Xna.Framework;
  2. using Microsoft.Xna.Framework.Graphics;
  3. using Microsoft.Xna.Framework.Input;
  4. // using MonoGame.Framework.Utilities;
  5. using System;
  6. namespace SemiColinGames {
  7. public class SneakGame : Game {
  8. const int TARGET_FPS = 60;
  9. const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
  10. readonly GraphicsDeviceManager graphics;
  11. bool fullScreen = false;
  12. bool paused = false;
  13. IDisplay display;
  14. readonly History<Input> input = new History<Input>(2);
  15. readonly FpsCounter fpsCounter = new FpsCounter();
  16. readonly Timer updateTimer = new Timer(TARGET_FRAME_TIME / 2.0, "UpdateTimer");
  17. readonly Timer drawTimer = new Timer(TARGET_FRAME_TIME / 2.0, "DrawTimer");
  18. IScene scene;
  19. IWorld world;
  20. public SneakGame() {
  21. // Debug.WriteLine("MonoGame platform: " + PlatformInfo.MonoGamePlatform +
  22. // " w/ graphics backend: " + PlatformInfo.GraphicsBackend);
  23. graphics = new GraphicsDeviceManager(this) {
  24. SynchronizeWithVerticalRetrace = true,
  25. GraphicsProfile = GraphicsProfile.HiDef
  26. };
  27. IsFixedTimeStep = true;
  28. TargetElapsedTime = TimeSpan.FromSeconds(TARGET_FRAME_TIME);
  29. IsMouseVisible = true;
  30. Content.RootDirectory = "Content";
  31. }
  32. // Performs initialization that's needed before starting to run.
  33. protected override void Initialize() {
  34. display = (IDisplay) Services.GetService(typeof(IDisplay));
  35. display.Initialize(Window, graphics);
  36. display.SetFullScreen(fullScreen);
  37. Debug.Initialize(GraphicsDevice);
  38. RasterizerState rasterizerState = new RasterizerState() {
  39. CullMode = CullMode.None
  40. };
  41. GraphicsDevice.RasterizerState = rasterizerState;
  42. base.Initialize();
  43. }
  44. // Called once per game. Loads all game content.
  45. protected override void LoadContent() {
  46. base.LoadContent();
  47. SoundEffects.Load(Content);
  48. Textures.Load(Content);
  49. Sprites.Load(Content);
  50. LoadLevel();
  51. }
  52. private void LoadLevel() {
  53. world?.Dispose();
  54. world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
  55. // world = new TreeWorld();
  56. // world = new ShmupWorld();
  57. // world = new SpiderWorld();
  58. scene?.Dispose();
  59. scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
  60. // scene = new TreeScene(GraphicsDevice);
  61. // scene = new ShmupScene(GraphicsDevice, ((ShmupWorld) world).Bounds.Size);
  62. // scene = new SpiderScene(GraphicsDevice, ((SpiderWorld) world).Bounds.Size);
  63. GC.Collect();
  64. GC.WaitForPendingFinalizers();
  65. }
  66. // Called once per game. Unloads all game content.
  67. protected override void UnloadContent() {
  68. base.UnloadContent();
  69. updateTimer.DumpStats();
  70. drawTimer.DumpStats();
  71. }
  72. // Updates the game world.
  73. protected override void Update(GameTime gameTime) {
  74. updateTimer.Start();
  75. input.Add(new Input(GamePad.GetState(PlayerIndex.One), Keyboard.GetState()));
  76. if (input[0].Exit) {
  77. Exit();
  78. }
  79. if (input[0].Pause && !input[1].Pause) {
  80. paused = !paused;
  81. }
  82. if (input[0].FullScreen && !input[1].FullScreen) {
  83. fullScreen = !fullScreen;
  84. display.SetFullScreen(fullScreen);
  85. }
  86. if (input[0].Restart && !input[1].Restart) {
  87. LoadLevel();
  88. }
  89. Debug.Clear(paused);
  90. if (input[0].Debug && !input[1].Debug) {
  91. Debug.Enabled = !Debug.Enabled;
  92. }
  93. if (!paused) {
  94. double modelTime = gameTime.ElapsedGameTime.TotalSeconds;
  95. // To prevent huge diffs, never update by more than 4 frames' worth of time.
  96. modelTime = Math.Min(modelTime, TARGET_FRAME_TIME * 4.0f);
  97. Clock.AddModelTime(modelTime);
  98. world.Update((float) modelTime, input);
  99. }
  100. base.Update(gameTime);
  101. updateTimer.Stop();
  102. }
  103. // Called when the game should draw itself.
  104. protected override void Draw(GameTime gameTime) {
  105. drawTimer.Start();
  106. // We need to update the FPS counter in Draw() since Update() might get called more
  107. // frequently, especially when gameTime.IsRunningSlowly.
  108. fpsCounter.Update();
  109. string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " +
  110. $"{fpsCounter.Fps} FPS";
  111. if (paused) {
  112. fpsText += " (paused)";
  113. }
  114. Debug.SetFpsText(fpsText);
  115. scene.Draw(gameTime.IsRunningSlowly, world, paused);
  116. base.Draw(gameTime);
  117. drawTimer.Stop();
  118. }
  119. }
  120. }