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Main.cs
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using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using LeyStoneEngine;
using LeyStoneEngine.Utility;
using LeyStoneEngine.Interface;
using LeyStoneEngine.Input;
using LeyStoneEngine.Guis;
using LeyStoneGame.Guis;
namespace LeyStoneGame
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Main : BaseMain
{
GraphicsDeviceManager graphics;
SpriteBatch batch;
//public World world;
bool paused;
public Main() : base()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = WIDTH;
graphics.PreferredBackBufferHeight = HEIGHT;
Content.RootDirectory = "Content";
assets = new Assets();
keyboard = new GameKeyboard();
mouse = new GameMouse();
IsMouseVisible = true;
}
/// <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()
{
camera = new Camera(GraphicsDevice.Viewport);
camera.defaultMoveMode = CameraMoveMode.Smooth;
currentGui = new GuiMainMenu(new GuiGameHud(), new World(new Vector2(128)));
base.Initialize();
}
/// <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.
batch = new SpriteBatch(GraphicsDevice);
assets.Load(GraphicsDevice, Content);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific 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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
keyboard.Update();
foreach (Timer t in timers)
t.Count();
try
{
currentGui.Update(this);
}
catch(Exception e)
{
Logger.Log("currentGui MUST BE SET.", true);
new Exception(e.Message);
}
if (!currentGui.stopsWorldInput)
{
camera.Update();
mouse.Update();
if (keyboard.KeyPressed(Keys.P))
paused = !paused;
//World.timeScale.scale = World.timeScale.scale == 0 ? 1 : 0;
if (!paused || keyboard.KeyPressed(Keys.O))
{
world.Update(this);
}
camera.PostUpdate(this);
}
keyboard.PostUpdate();
mouse.PostUpdate();
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.White);
batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, DrawHelper.primitiveSampler, DepthStencilState.Default, null, null, camera.GetViewMatrix()); //Forced to use immediate because primitives are drawing out of order
//((BasicEffect)assets.GetEffect("basicEffect")).World = camera.GetViewMatrix();
if (!currentGui.stopsWorldDraw)
{
world.Draw(graphics.GraphicsDevice, batch);
}
currentGui.Draw(batch);
//((BasicEffect)assets.GetEffectContainer("basicEffect").effect).World = camera.GetViewMatrix();
camera.Draw(this, batch);
batch.End();
base.Draw(gameTime);
}
}
}