sneak/Shared/SneakGame.cs
Colin McMillen 9e4d863bcf add performance counters to SneakGame. Fixes #33.
Also, suppress drawing until Draw() has not been IsRunningSlowly for two
frames. This prevents janky behavior that happens during loading (I suspect
while texture loading is happening, but I'm not sure?)

GitOrigin-RevId: 5df31be3710457c7a8dae38b0b61c5dc50e3c54c
2020-02-13 14:54:18 -05:00

180 lines
5.7 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 renderTarget;
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;
readonly 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);
renderTarget = 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");
player = new Player(Content.Load<Texture2D>("Ninja_Female"));
world = new World(Content.Load<Texture2D>("grassland"));
grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
}
// Called once per game. Unloads all game content.
protected override void UnloadContent() {
}
// 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);
}
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);
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 RenderTarget.
GraphicsDevice.SetRenderTarget(renderTarget);
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);
// Draw player.
player.Draw(spriteBatch, camera);
// Draw foreground tiles.
world.Draw(spriteBatch, camera);
// Draw debug rects & lines.
Debug.Draw(spriteBatch, camera);
// Aaaaand we're done.
spriteBatch.End();
// Draw RenderTarget 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(renderTarget, drawRect, Color.White);
// Draw debug toasts.
Debug.DrawToasts(spriteBatch, font);
spriteBatch.End();
}
base.Draw(gameTime);
drawTimer.Stop();
}
}
}