using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Framework.Utilities;
using System;
namespace SemiColinGames {
public class SneakGame : Game {
const int TARGET_FPS = 60;
const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
readonly GraphicsDeviceManager graphics;
bool fullScreen = false;
bool paused = false;
IDisplay display;
readonly History input = new History(2);
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;
Scene scene;
Player player;
World world;
LinesOfSight linesOfSight;
Camera camera = new Camera();
public SneakGame() {
Debug.WriteLine("MonoGame platform: " + PlatformInfo.MonoGamePlatform +
" w/ graphics backend: " + PlatformInfo.GraphicsBackend);
graphics = new GraphicsDeviceManager(this) {
SynchronizeWithVerticalRetrace = true,
GraphicsProfile = GraphicsProfile.HiDef
};
IsFixedTimeStep = true;
TargetElapsedTime = TimeSpan.FromSeconds(TARGET_FRAME_TIME);
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);
RasterizerState rasterizerState = new RasterizerState() {
CullMode = CullMode.None
};
GraphicsDevice.RasterizerState = rasterizerState;
base.Initialize();
}
// Called once per game. Loads all game content.
protected override void LoadContent() {
base.LoadContent();
Textures.Load(Content);
linesOfSight = new LinesOfSight(GraphicsDevice);
LoadLevel();
}
private void LoadLevel() {
framesToSuppress = 2;
camera = new Camera();
player = new Player();
world = new World(Levels.ONE_ONE);
scene = new Scene(GraphicsDevice, camera);
}
// Called once per game. Unloads all game content.
protected override void UnloadContent() {
base.UnloadContent();
updateTimer.DumpStats();
drawTimer.DumpStats();
}
// Updates the game world.
protected override void Update(GameTime gameTime) {
updateTimer.Start();
input.Add(new Input(GamePad.GetState(PlayerIndex.One), Keyboard.GetState()));
if (input[0].Exit) {
Exit();
}
if (input[0].Pause && !input[1].Pause) {
paused = !paused;
}
if (input[0].FullScreen && !input[1].FullScreen) {
fullScreen = !fullScreen;
display.SetFullScreen(fullScreen);
}
if (input[0].Restart && !input[1].Restart) {
LoadLevel();
}
Debug.Clear(paused);
if (input[0].Debug && !input[1].Debug) {
Debug.Enabled = !Debug.Enabled;
}
if (!paused) {
float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
Clock.AddModelTime(modelTime);
player.Update(modelTime, input, world.CollisionTargets);
linesOfSight.Update(player, world.CollisionTargets);
camera.Update(player.Position, world.Width);
}
base.Update(gameTime);
updateTimer.Stop();
}
// Called when the game should draw itself.
protected override void Draw(GameTime gameTime) {
drawTimer.Start();
// Enable the scene after we've gotten enough non-slow frames.
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();
string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " +
$"{fpsCounter.Fps} FPS";
if (paused) {
fpsText += " (paused)";
}
Debug.SetFpsText(fpsText);
scene.Draw(world, player, linesOfSight);
base.Draw(gameTime);
drawTimer.Stop();
}
}
}