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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.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.IO;
using GameStateManagement;
using SpaceBaseMono.Screens;
using System.Diagnostics;
using System.Xml.Linq;
using SpaceBaseMono.Menu;
using SpaceBaseMono.Timers;
namespace SpaceBaseMono
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
public GraphicsDeviceManager graphics;
ScreenManager screenManager;
public Camera camera;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsFixedTimeStep = false;
graphics.SynchronizeWithVerticalRetrace = false;
graphics.GraphicsProfile = GraphicsProfile.HiDef;
GameSettings.registerSetting("Game", "Graphics.FullScreen", "false", GameSettings.ValidateBool, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Graphics.Width", "820", GameSettings.ValidateInt, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Graphics.Height", "1024", GameSettings.ValidateInt, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Graphics.Vertical", "false", GameSettings.ValidateBool, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Graphics.Flip", "false", GameSettings.ValidateBool, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "HLSL.Enabled", "false", GameSettings.ValidateString, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "HLSL.ScanLineOffIntensity", 0.7f, GameSettings.ValidateFloat, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "HLSL.Curvature", 0.03f, GameSettings.ValidateFloat, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "HLSL.RedShift", 1.0f, GameSettings.ValidateFloat, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "HLSL.GreenShift", 2.0f, GameSettings.ValidateFloat, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.FreePlay", "false", GameSettings.ValidateString, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.Lives", "3", GameSettings.ValidateInt, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.LeftUp", "A", GameSettings.ValidateString, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.LeftDown", "Z", GameSettings.ValidateString, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.RightUp", "K", GameSettings.ValidateString, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.RightDown", "M", GameSettings.ValidateString, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.Start", "S", GameSettings.ValidateString, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.Quit", "Escape", GameSettings.ValidateString, GameSettings.SaveFormatStd);
GameSettings.registerSetting("Game", "Settings.ShowTitleScreen", "true", GameSettings.ValidateString, GameSettings.SaveFormatStd);
this.graphics.PreferredBackBufferWidth = GameSettings.getInt("Graphics.Width");
this.graphics.PreferredBackBufferHeight = GameSettings.getInt("Graphics.Height");
this.graphics.IsFullScreen = GameSettings.getBool("Graphics.FullScreen");
camera = new Camera(this.graphics.PreferredBackBufferWidth, this.graphics.PreferredBackBufferHeight);
if (GameSettings.getBool("Graphics.Vertical"))
{
float scaleW = this.graphics.PreferredBackBufferWidth / Constants.HEIGHT;
float scaleH = this.graphics.PreferredBackBufferHeight / Constants.WIDTH;
camera.Zoom = MathHelper.Min(scaleH, scaleW);
if (GameSettings.getBool("Graphics.Flip"))
camera.Rotation = -MathHelper.PiOver2;
else
camera.Rotation = MathHelper.PiOver2;
}
else
{
float scaleW = this.graphics.PreferredBackBufferWidth / Constants.WIDTH;
float scaleH = this.graphics.PreferredBackBufferHeight / Constants.HEIGHT;
camera.Zoom = MathHelper.Min(scaleH, scaleW);
if (GameSettings.getBool("Graphics.Flip"))
camera.Rotation = -MathHelper.Pi;
else
camera.Rotation = 0;
}
camera.Move(new Vector2(Constants.WIDTH / 2, Constants.HEIGHT/2));
screenManager = new ScreenManager(this);
Components.Add(screenManager);
screenManager.AddScreen(new MainScreen(), null);
screenManager.AddScreen(new LevelScreen(), null);
//if(GameSettings.getBool("Settings.ShowTitleScreen"))
screenManager.AddScreen(new TitleScreen(), null);
}
/// <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()
{
// TODO: Add your initialization logic here
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.
// TODO: use this.Content to load your game content here
}
/// <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 (Keyboard.GetState().IsKeyDown(GameSettings.getKey("Settings.Quit")))
this.Exit();
// TODO: Add your update logic here
TimerManager.Instance.Update(gameTime);
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)
{
base.Draw(gameTime);
}
}
}