155 lines
4.6 KiB
C#
155 lines
4.6 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MonoGame.Framework.Utilities;
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using System;
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namespace SemiColinGames {
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public class SneakGame : Game {
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const int TARGET_FPS = 60;
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const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
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readonly GraphicsDeviceManager graphics;
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bool fullScreen = false;
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bool paused = false;
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IDisplay display;
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readonly History<Input> input = new History<Input>(2);
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readonly FpsCounter fpsCounter = new FpsCounter();
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readonly Timer updateTimer = new Timer(TARGET_FRAME_TIME / 2.0, "UpdateTimer");
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readonly Timer drawTimer = new Timer(TARGET_FRAME_TIME / 2.0, "DrawTimer");
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// Draw() needs to be called without IsRunningSlowly this many times before we actually
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// attempt to draw the scene. This is a workaround for the fact that otherwise the first few
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// frames can be really slow to draw.
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int framesToSuppress;
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Scene scene;
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Player player;
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World world;
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LinesOfSight linesOfSight;
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Camera camera = new Camera();
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public SneakGame() {
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Debug.WriteLine("MonoGame platform: " + PlatformInfo.MonoGamePlatform +
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" w/ graphics backend: " + PlatformInfo.GraphicsBackend);
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graphics = new GraphicsDeviceManager(this) {
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SynchronizeWithVerticalRetrace = true,
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GraphicsProfile = GraphicsProfile.HiDef
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};
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IsFixedTimeStep = true;
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TargetElapsedTime = TimeSpan.FromSeconds(TARGET_FRAME_TIME);
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IsMouseVisible = true;
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Content.RootDirectory = "Content";
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}
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// Performs initialization that's needed before starting to run.
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protected override void Initialize() {
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display = (IDisplay) Services.GetService(typeof(IDisplay));
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display.Initialize(Window, graphics);
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display.SetFullScreen(fullScreen);
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Debug.Initialize(GraphicsDevice);
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RasterizerState rasterizerState = new RasterizerState() {
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CullMode = CullMode.None
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};
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GraphicsDevice.RasterizerState = rasterizerState;
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base.Initialize();
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}
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// Called once per game. Loads all game content.
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protected override void LoadContent() {
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base.LoadContent();
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Textures.Load(Content);
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linesOfSight = new LinesOfSight(GraphicsDevice);
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LoadLevel();
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}
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private void LoadLevel() {
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framesToSuppress = 2;
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camera = new Camera();
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player = new Player();
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world = new World(Levels.ONE_ONE);
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scene = new Scene(GraphicsDevice, camera);
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}
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// Called once per game. Unloads all game content.
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protected override void UnloadContent() {
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base.UnloadContent();
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updateTimer.DumpStats();
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drawTimer.DumpStats();
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}
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// Updates the game world.
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protected override void Update(GameTime gameTime) {
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updateTimer.Start();
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input.Add(new Input(GamePad.GetState(PlayerIndex.One), Keyboard.GetState()));
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if (input[0].Exit) {
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Exit();
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}
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if (input[0].Pause && !input[1].Pause) {
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paused = !paused;
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}
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if (input[0].FullScreen && !input[1].FullScreen) {
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fullScreen = !fullScreen;
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display.SetFullScreen(fullScreen);
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}
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if (input[0].Restart && !input[1].Restart) {
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LoadLevel();
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}
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Debug.Clear(paused);
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if (input[0].Debug && !input[1].Debug) {
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Debug.Enabled = !Debug.Enabled;
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}
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if (!paused) {
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float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
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Clock.AddModelTime(modelTime);
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player.Update(modelTime, input, world.CollisionTargets);
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linesOfSight.Update(player, world.CollisionTargets);
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camera.Update(player.Position, world.Width);
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}
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base.Update(gameTime);
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updateTimer.Stop();
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}
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// Called when the game should draw itself.
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protected override void Draw(GameTime gameTime) {
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drawTimer.Start();
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// Enable the scene after we've gotten enough non-slow frames.
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if (framesToSuppress > 0 && !gameTime.IsRunningSlowly) {
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framesToSuppress--;
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if (framesToSuppress == 0) {
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scene.Enabled = true;
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}
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}
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// We need to update the FPS counter in Draw() since Update() might get called more
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// frequently, especially when gameTime.IsRunningSlowly.
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fpsCounter.Update();
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string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " +
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$"{fpsCounter.Fps} FPS";
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if (paused) {
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fpsText += " (paused)";
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}
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Debug.SetFpsText(fpsText);
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scene.Draw(world, player, linesOfSight);
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base.Draw(gameTime);
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drawTimer.Stop();
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}
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}
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}
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