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Game1.cs
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Game1.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace CORA
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
int frames = 0;
int maxframes = 0;
int updates = 0;
int maxupdates = 0;
int useconds = 0;
int fseconds = 0;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GameState state;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
InitGraphicsMode(1280, 720, false);
base.Initialize();
state = new GameState(spriteBatch, Content);
state.initialize();
}
private bool InitGraphicsMode(int iWidth, int iHeight, bool bFullScreen)
{
// If we aren't using a full screen mode, the height and width of the window can
// be set to anything equal to or smaller than the actual screen size.
if (bFullScreen == false)
{
if ((iWidth <= GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width)
&& (iHeight <= GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height))
{
graphics.PreferredBackBufferWidth = iWidth;
graphics.PreferredBackBufferHeight = iHeight;
graphics.IsFullScreen = bFullScreen;
graphics.ApplyChanges();
return true;
}
}
else
{
// If we are using full screen mode, we should check to make sure that the display
// adapter can handle the video mode we are trying to set. To do this, we will
// iterate thorugh the display modes supported by the adapter and check them against
// the mode we want to set.
foreach (DisplayMode dm in GraphicsAdapter.DefaultAdapter.SupportedDisplayModes)
{
// Check the width and height of each mode against the passed values
if ((dm.Width == iWidth) && (dm.Height == iHeight))
{
// The mode is supported, so set the buffer formats, apply changes and return
graphics.PreferredBackBufferWidth = iWidth;
graphics.PreferredBackBufferHeight = iHeight;
graphics.IsFullScreen = bFullScreen;
graphics.ApplyChanges();
return true;
}
}
}
return false;
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
//Fonts
TextureLoader.ArBonnie = Content.Load<SpriteFont>("realassets\\arbonnie");
TextureLoader.CourierNew = Content.Load<SpriteFont>("realassets\\couriernew");
TextureLoader.QuartzMS = Content.Load<SpriteFont>("realassets\\quartzms");
TextureLoader.RussellSquare = Content.Load<SpriteFont>("realassets\\russellsquare");
TextureLoader.SketchFlowPrint = Content.Load<SpriteFont>("realassets\\sketchflowprint");
//Textures
TextureLoader.introSplash = Content.Load<Texture2D>("junk\\splash");
TextureLoader.titleMenu = Content.Load<Texture2D>("junk\\menubg");
TextureLoader.redsquare = Content.Load<Texture2D>("realassets\\redsquare");
TextureLoader.roughCoraWalk = Content.Load<Texture2D>("junk\\walksheet");
TextureLoader.junkLevel1 = Content.Load<Texture2D>("junk\\junklevel1");
TextureLoader.junkSpaceBG = Content.Load<Texture2D>("junk\\space-1280x720");
TextureLoader.grayblock = Content.Load<Texture2D>("junk\\graysquare");
state = new GameState(spriteBatch, Content);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Delete) || state.exitGame)
this.Exit();
state.doThis(gameTime);
if (gameTime.TotalGameTime.Seconds == useconds)
{
updates++;
}
else
{
maxupdates = updates;
updates = 1;
useconds = gameTime.TotalGameTime.Seconds;
}
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
if (gameTime.TotalGameTime.Seconds == fseconds)
{
frames++;
}
else
{
maxframes = frames;
frames = 1;
fseconds = gameTime.TotalGameTime.Seconds;
}
state.drawThis(gameTime);
spriteBatch.Begin();
spriteBatch.DrawString(TextureLoader.QuartzMS, "Updates: " + maxupdates + " - Frames: " + maxframes, new Vector2(550, 25), Color.Black);
spriteBatch.End();
base.Draw(gameTime);
}
}
}