sneak/Jumpy.Shared/JumpyGame.cs
Colin McMillen 7fe248aecc refactor uses of gamepad / keyboard history
GitOrigin-RevId: ee4d881cb0aad41a0cdf8ac10aa9489b652384f4
2020-02-13 14:46:19 -05:00

115 lines
4.0 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
namespace Jumpy {
public class JumpyGame : Game {
GraphicsDeviceManager graphics;
// TODO: use a History<RenderTarget2D> but implement functions that let us re-use the
// RenderTargets instead of re-creating them every frame?
const int numRenderTargets = 1;
RenderTarget2D[] renderTargets = new RenderTarget2D[numRenderTargets];
int renderTargetIdx = 0;
SpriteBatch spriteBatch;
SpriteFont font;
bool fullScreen = false;
IDisplay display;
History<KeyboardState> keyboard = new History<KeyboardState>(2);
History<GamePadState> gamePad = new History<GamePadState>(2);
FpsCounter fpsCounter = new FpsCounter();
Player player;
public JumpyGame() {
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);
for (int i = 0; i < renderTargets.Length; i++) {
renderTargets[i] = 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"));
}
// Called once per game. Unloads all game content.
protected override void UnloadContent() {
// TODO: Unload any non ContentManager content here.
}
// Updates the game world.
protected override void Update(GameTime gameTime) {
gamePad.Add(GamePad.GetState(PlayerIndex.One));
keyboard.Add(Keyboard.GetState());
if (keyboard[0].IsKeyDown(Keys.Escape) || gamePad[0].IsButtonDown(Buttons.Start)) {
Exit();
}
if (keyboard[0].IsKeyDown(Keys.F12) && keyboard[1].IsKeyUp(Keys.F12) ||
gamePad[0].IsButtonDown(Buttons.Back) && gamePad[1].IsButtonUp(Buttons.Back)) {
fullScreen = !fullScreen;
display.SetFullScreen(fullScreen);
}
player.Update(gameTime, gamePad);
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.
RenderTarget2D renderTarget = renderTargets[renderTargetIdx];
renderTargetIdx = (renderTargetIdx + 1) % renderTargets.Length;
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
player.Draw(gameTime, spriteBatch);
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);
string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " +
$"{fpsCounter.Fps} FPS";
spriteBatch.DrawString(font, fpsText, new Vector2(10, 10), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}