sneak/Jumpy.Shared/JumpyGame.cs

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C#
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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();
Texture2D grasslandBg1;
Texture2D grasslandBg2;
Player player;
World world;
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);
Debug.Initialize(GraphicsDevice);
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");
// TODO: decouple things like Player and World from their textures.
player = new Player(Content.Load<Texture2D>("player_1x"));
world = new World(Content.Load<Texture2D>("grassland"));
// TODO: move backgrounds into World.
grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
}
// 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) {
Debug.Clear();
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);
}
if (gamePad[0].IsButtonDown(Buttons.LeftShoulder) &&
gamePad[1].IsButtonUp(Buttons.LeftShoulder)) {
Debug.Enabled = !Debug.Enabled;
}
List<Rectangle> collisionTargets = world.CollisionTargets();
player.Update(gameTime, gamePad, collisionTargets);
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();
// Draw background.
Rectangle bgSource = new Rectangle(
0, grasslandBg1.Height - Camera.Height, Camera.Width, Camera.Height);
Rectangle bgTarget = new Rectangle(0, 0, Camera.Width, Camera.Height);
spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, Color.White);
spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White);
// Draw player.
player.Draw(gameTime, spriteBatch);
// Draw foreground tiles.
world.Draw(spriteBatch);
// Draw debug rects.
Debug.Draw(spriteBatch);
// 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);
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);
}
}
}