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let Scene decide when to draw itself & when to play music

GitOrigin-RevId: 0eac6682b0
master
Colin McMillen 4 years ago
parent
commit
65fe870a9a
  1. 26
      Shared/Scene.cs
  2. 21
      Shared/SneakGame.cs

26
Shared/Scene.cs

@ -1,4 +1,5 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using System;
@ -6,8 +7,6 @@ namespace SemiColinGames {
class Scene : IDisposable {
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
public bool Enabled = false;
Color backgroundColor = Color.CornflowerBlue;
readonly GraphicsDevice graphics;
@ -16,6 +15,12 @@ namespace SemiColinGames {
readonly RenderTarget2D sceneTarget;
readonly BasicEffect basicEffect;
readonly SpriteBatch spriteBatch;
readonly SoundEffectInstance music;
// Draw() needs to be called without IsRunningSlowly this many times before we actually
// attempt to draw the scene. This is a workaround for the fact that otherwise the first few
// frames can be really slow to draw.
int framesToSuppress = 2;
public Scene(GraphicsDevice graphics, Camera camera) {
this.graphics = graphics;
@ -32,6 +37,10 @@ namespace SemiColinGames {
};
spriteBatch = new SpriteBatch(graphics);
music = SoundEffects.IntroMusic.CreateInstance();
music.IsLooped = true;
music.Volume = 0.1f;
}
~Scene() {
@ -39,16 +48,22 @@ namespace SemiColinGames {
}
public void Dispose() {
music.Stop();
music.Dispose();
sceneTarget.Dispose();
basicEffect.Dispose();
spriteBatch.Dispose();
GC.SuppressFinalize(this);
}
public void Draw(World world, Player player, LinesOfSight linesOfSight, bool paused) {
public void Draw(
bool isRunningSlowly, World world, Player player, LinesOfSight linesOfSight, bool paused) {
graphics.SetRenderTarget(null);
graphics.Clear(backgroundColor);
if (!Enabled) {
// Enable the scene after we've gotten enough non-slow frames.
if (framesToSuppress > 0 && !isRunningSlowly) {
framesToSuppress--;
return;
}
@ -110,6 +125,9 @@ namespace SemiColinGames {
string text = "Paused";
Vector2 position = Textures.BannerFont.CenteredOn(text, camera.HalfSize);
Text.DrawOutlined(spriteBatch, Textures.BannerFont, text, position, Color.White);
music.Pause();
} else {
music.Play();
}
spriteBatch.End();

21
Shared/SneakGame.cs

@ -1,5 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Framework.Utilities;
@ -21,10 +20,6 @@ namespace SemiColinGames {
readonly FpsCounter fpsCounter = new FpsCounter();
readonly Timer updateTimer = new Timer(TARGET_FRAME_TIME / 2.0, "UpdateTimer");
readonly Timer drawTimer = new Timer(TARGET_FRAME_TIME / 2.0, "DrawTimer");
// Draw() needs to be called without IsRunningSlowly this many times before we actually
// attempt to draw the scene. This is a workaround for the fact that otherwise the first few
// frames can be really slow to draw.
int framesToSuppress;
int levelIdx = -1;
Scene scene;
@ -68,15 +63,10 @@ namespace SemiColinGames {
SoundEffects.Load(Content);
Textures.Load(Content);
linesOfSight = new LinesOfSight(GraphicsDevice);
SoundEffectInstance music = SoundEffects.IntroMusic.CreateInstance();
music.IsLooped = true;
music.Volume = 0.1f;
music.Play();
LoadLevel();
}
private void LoadLevel() {
framesToSuppress = 2;
camera = new Camera();
player = new Player();
levelIdx++;
@ -143,15 +133,6 @@ namespace SemiColinGames {
protected override void Draw(GameTime gameTime) {
drawTimer.Start();
// Enable the scene after we've gotten enough non-slow frames.
// TODO: the Scene should handle this, really.
if (framesToSuppress > 0 && !gameTime.IsRunningSlowly) {
framesToSuppress--;
if (framesToSuppress == 0) {
scene.Enabled = true;
}
}
// We need to update the FPS counter in Draw() since Update() might get called more
// frequently, especially when gameTime.IsRunningSlowly.
fpsCounter.Update();
@ -163,7 +144,7 @@ namespace SemiColinGames {
Debug.SetFpsText(fpsText);
scene.Draw(world, player, linesOfSight, paused);
scene.Draw(gameTime.IsRunningSlowly, world, player, linesOfSight, paused);
base.Draw(gameTime);
drawTimer.Stop();

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