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Game1.cs
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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Fizzhz
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public static Vector2 CurrentResolution;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
CurrentResolution = new Vector2(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height);
}
public static Camera Camera;
/// <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);
base.Initialize();
}
public static BasicEffect LineBasicEffect;
public static Texture2D EmptyTexture, SpringTexture;
public static SpriteFont MainFont;
public static Graf Graf;
public static Button New;
public static Button ClearAll, ResetAll;
/// <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);
LineBasicEffect = new BasicEffect(GraphicsDevice);
LineBasicEffect.VertexColorEnabled = true;
LineBasicEffect.Projection = Matrix.CreateOrthographicOffCenter
(0, GraphicsDevice.Viewport.Width, // left, right
GraphicsDevice.Viewport.Height, 0, // bottom, top
0, 1);
MainFont = Content.Load<SpriteFont>("MainFont");
SpringTexture = Content.Load<Texture2D>("Spring");
EmptyTexture = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
Int32[] pixel = { 0xFFFFFF }; // White. 0xFF is Red, 0xFF0000 is Blue
EmptyTexture.SetData<Int32>(pixel, 0, EmptyTexture.Width * EmptyTexture.Height);
WeightSistems.Add(new WeightSistem(Color.Green, new Vector2(0, 0)));
/*WeightSistems.Add(new WeightSistem(Color.Blue, new Vector2(300, 0)));
WeightSistems.Add(new WeightSistem(Color.Red, new Vector2(600, 0)));
WeightSistems.Add(new WeightSistem(Color.Yellow, new Vector2(900, 0)));*/
Graf = new Graf(new Vector2(0, 350));
New = new Button(new Vector2(-100, -250), delegate {
Game1.WeightSistems.Add(new WeightSistem(Program.Colors[Game1.WeightSistems.Count], new Vector2(Game1.WeightSistems.Count * 300, 0)));
}, "Add");
ClearAll = new Button(new Vector2(-100, -200), delegate {
Game1.WeightSistems = new List<WeightSistem>();
Game1.WeightSistems.Add(new WeightSistem(Program.Colors[Game1.WeightSistems.Count], new Vector2(Game1.WeightSistems.Count * 300, 0)));
}, "Clear all");
ResetAll = new Button(new Vector2(-200, -200), delegate {
for (int i = 0; i < WeightSistems.Count; i++)
if (WeightSistems[i] != null)
WeightSistems[i].TotalTime = 0;
}, "Reset all");
}
/// <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
}
public static MouseState MouseState;
public static KeyboardState KeyboardState;
public static Vector2 MousePosition;
public static bool GoneFullScreen = false;
public static List<WeightSistem> WeightSistems = new List<WeightSistem>();
double TimeSinceLastUpdate = 0;
/// <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();
MouseState = Mouse.GetState();
KeyboardState = Keyboard.GetState();
New.Update(gameTime);
ClearAll.Update(gameTime);
ResetAll.Update(gameTime);
if (!GoneFullScreen && KeyboardState.IsKeyDown(Keys.F12))
{
GoneFullScreen = true;
graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
graphics.ToggleFullScreen();
graphics.ApplyChanges();
}
Camera.UpdateCamera(GraphicsDevice.Viewport);
MousePosition = Vector2.Transform(MouseState.Position.ToVector2(), Matrix.Invert(Camera.Transform));
for (int i = 0; i < Program.Executing.Count; i++)
{
if (Program.Executing[i] != null)
{
Program.Executing[i]();
}
}
TimeSinceLastUpdate += gameTime.ElapsedGameTime.TotalMilliseconds;
/*if (TimeSinceLastUpdate > 100 || true)
{*/
for (int i = 0; i < WeightSistems.Count; i++)
if (WeightSistems[i] != null)
WeightSistems[i].Update(gameTime);
//}
Graf.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)
{
GraphicsDevice.Clear(Color.DarkGray);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, Camera.Transform);
for (int i = 0; i < WeightSistems.Count; i++)
if (WeightSistems[i] != null)
WeightSistems[i].Draw(spriteBatch, gameTime);
Graf.Draw(spriteBatch, gameTime, GraphicsDevice);
New.Draw(spriteBatch,gameTime);
ClearAll.Draw(spriteBatch, gameTime);
ResetAll.Draw(spriteBatch, gameTime);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}