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Game1.cs
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using EyesOfTheDragon.GameStates;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Psilibrary;
using Psilibrary.StateManager;
using Psilibrary.TileEngine;
using System.Collections.Generic;
namespace EyesOfTheDragon
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
private readonly GraphicsDeviceManager graphics;
private readonly StateManager stateManager;
private readonly TextureManager textureManager;
private readonly OptionState optionState;
private readonly MainMenuState mainMenuState;
private readonly TitleState titleState;
private readonly GamePlayState gamePlayState;
public static readonly Dictionary<string, Point> Resolutions =
new Dictionary<string, Point>();
private SpriteBatch spriteBatch;
public SpriteBatch SpriteBatch
{
get { return spriteBatch; }
}
public MainMenuState MainMenuState
{
get { return mainMenuState; }
}
public TitleState TitleState
{
get { return titleState; }
}
public OptionState OptionState
{
get { return optionState; }
}
public GamePlayState GamePlayState
{
get { return gamePlayState; }
}
public GraphicsDeviceManager GraphicsDeviceManager
{
get { return graphics; }
}
public static Dictionary<AnimationKey, Animation> Animations { get; internal set; }
public Game1()
{
Settings.Load();
graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = Settings.Resolution.X,
PreferredBackBufferHeight = Settings.Resolution.Y
};
graphics.ApplyChanges();
foreach (var v in graphics.GraphicsDevice.Adapter.SupportedDisplayModes)
{
Point p = new Point(v.Width, v.Height);
string s = v.Width + " by " + v.Height;
if (v.Width >= 1280 && v.Height >= 720)
{
Resolutions.Add(s, p);
}
}
Content.RootDirectory = "Content";
stateManager = new StateManager(this);
Components.Add(stateManager);
textureManager = new TextureManager(this);
Components.Add(textureManager);
Components.Add(new FontManager(this));
Components.Add(new Xin(this));
mainMenuState = new MainMenuState(this);
titleState = new TitleState(this);
optionState = new OptionState(this);
gamePlayState = new GamePlayState(this);
stateManager.ChangeState(titleState);
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()
{
BuildAnimations();
base.Initialize();
}
public static void BuildAnimations()
{
Animations = new Dictionary<AnimationKey, Animation>();
Animation animation = new Animation(3, 32, 36, 0, 0);
Animations.Add(AnimationKey.WalkDown, animation);
animation = new Animation(3, 32, 36, 0, 36);
Animations.Add(AnimationKey.WalkRight, animation);
animation = new Animation(3, 32, 36, 0, 72);
Animations.Add(AnimationKey.WalkUp, animation);
animation = new Animation(3, 32, 36, 0, 108);
Animations.Add(AnimationKey.WalkLeft, animation);
}
/// <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);
textureManager.AddTexture(
"title-screen",
Content.Load<Texture2D>(@"Backgrounds\title-screen"));
textureManager.AddTexture(
"blue-button",
Content.Load<Texture2D>(@"GUI\g9202"));
textureManager.AddTexture(
"green-button",
Content.Load<Texture2D>(@"GUI\g9236"));
textureManager.AddTexture(
"grey-button",
Content.Load<Texture2D>(@"GUI\g9254"));
// TODO: use this.Content to load your game content here
}
/// <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();
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);
base.Draw(gameTime);
}
}
}