sneak/Jumpy.Shared/JumpyGame.cs

98 lines
3.1 KiB
C#
Raw Normal View History

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
namespace Jumpy {
public class JumpyGame : Game {
GraphicsDeviceManager graphics;
RenderTarget2D renderTarget;
SpriteBatch spriteBatch;
SpriteFont font;
KeyboardInput keyboardInput = new KeyboardInput();
bool fullScreen = false;
IDisplay display;
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);
renderTarget = new RenderTarget2D(
GraphicsDevice, 320, 180, 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) {
keyboardInput.Update();
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
List<Keys> keysDown = keyboardInput.NewKeysDown();
if (keysDown.Contains(Keys.F12)) {
fullScreen = !fullScreen;
display.SetFullScreen(fullScreen);
}
if (gamePadState.Buttons.Start == ButtonState.Pressed ||
keysDown.Contains(Keys.Escape)) {
Exit();
}
player.Update(gameTime, gamePadState);
base.Update(gameTime);
}
// Called when the game should draw itself.
protected override void Draw(GameTime gameTime) {
// Draw scene to RenderTarget.
GraphicsDevice.SetRenderTarget(renderTarget);
// GraphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true };
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.Opaque,
SamplerState.PointClamp, DepthStencilState.Default,
RasterizerState.CullNone);
Rectangle drawRect = new Rectangle(
0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
spriteBatch.Draw(renderTarget, drawRect, Color.White);
// spriteBatch.DrawString(font, "hello world", new Vector2(10, 10), Color.Black);
spriteBatch.End();
base.Draw(gameTime);
}
}
}