sneak/Shared/SneakGame.cs
Colin McMillen e2ea2e1d3f Add ability to restart the level. Fixes #9.
GitOrigin-RevId: e7a0cdcdded50e2f02067a166a33e18504aac344
2020-02-16 19:22:36 -05:00

224 lines
7.5 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
public class SneakGame : Game {
const int TARGET_FPS = 60;
const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
readonly GraphicsDeviceManager graphics;
RenderTarget2D sceneTarget;
RenderTarget2D lightingTarget;
BasicEffect lightingEffect;
SpriteBatch spriteBatch;
SpriteFont font;
bool fullScreen = false;
bool paused = false;
IDisplay display;
readonly History<Input> input = new History<Input>(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 = 2;
Texture2D grasslandBg1;
Texture2D grasslandBg2;
Player player;
World world;
LinesOfSight linesOfSight;
Camera camera = new Camera();
public SneakGame() {
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);
sceneTarget = new RenderTarget2D(
GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
lightingTarget = new RenderTarget2D(
GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
lightingEffect = new BasicEffect(GraphicsDevice);
lightingEffect.World = Matrix.CreateTranslation(0, 0, 0);
lightingEffect.View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up);
lightingEffect.VertexColorEnabled = true;
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();
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load<SpriteFont>("font");
linesOfSight = new LinesOfSight(GraphicsDevice);
grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
LoadLevel();
}
private void LoadLevel() {
camera = new Camera();
player = new Player(Content.Load<Texture2D>("Ninja_Female"));
world = new World(Content.Load<Texture2D>("grassland"), Levels.ONE_ONE);
}
// 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();
if (framesToSuppress > 0 && !gameTime.IsRunningSlowly) {
framesToSuppress--;
}
// 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);
// Draw scene to sceneTarget.
GraphicsDevice.SetRenderTarget(sceneTarget);
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
// Draw background.
Rectangle bgSource = new Rectangle(
(int) (camera.Left * 0.25), 0, camera.Width, camera.Height);
Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, Color.White);
bgSource = new Rectangle(
(int) (camera.Left * 0.5), 0, camera.Width, camera.Height);
spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White);
spriteBatch.End();
// Set up transformation matrix for drawing world objects.
Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
spriteBatch.Begin(
SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
// Draw player.
player.Draw(spriteBatch);
// Draw foreground tiles.
world.Draw(spriteBatch);
// Aaaaand we're done.
spriteBatch.End();
// Draw lighting to lightingTarget.
GraphicsDevice.SetRenderTarget(lightingTarget);
GraphicsDevice.Clear(new Color(0, 0, 0, 0f));
lightingEffect.Projection = camera.Projection;
linesOfSight.Draw(player, world.CollisionTargets, GraphicsDevice, lightingEffect);
// Draw debug rects & lines on top.
Debug.Draw(GraphicsDevice, lightingEffect);
// Draw sceneTarget to screen.
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.CornflowerBlue);
if (framesToSuppress == 0) {
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(sceneTarget, drawRect, Color.White);
spriteBatch.Draw(lightingTarget, drawRect, Color.White);
// Draw debug toasts.
Debug.DrawToasts(spriteBatch, font);
spriteBatch.End();
}
base.Draw(gameTime);
drawTimer.Stop();
}
}
}