-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathGameEngineBase.cs
111 lines (95 loc) · 3.33 KB
/
GameEngineBase.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
// /***********************************************************************
// This is free and unencumbered software released into the public domain.
//
// Anyone is free to copy, modify, publish, use, compile, sell, or
// distribute this software, either in source code form or as a compiled
// binary, for any purpose, commercial or non-commercial, and by any
// means.
//
// In jurisdictions that recognize copyright laws, the author or authors
// of this software dedicate any and all copyright interest in the
// software to the public domain. We make this dedication for the benefit
// of the public at large and to the detriment of our heirs and
// successors. We intend this dedication to be an overt act of
// relinquishment in perpetuity of all present and future rights to this
// software under copyright law.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
// For more information, please refer to <http://unlicense.org>
// ***********************************************************************/
using System.IO;
using ExamplesCore.Graphics;
using ExamplesCore.Input;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace ExamplesCore;
public abstract class GameEngineBase : Game
{
#region Properties
// Graphics
public GraphicsDeviceManager Graphics { get; }
// Input
public InputManager Manager { get; } = new ();
public Texture2D Background { get; private set; }
public SpriteBatch Batch { get; private set; }
public Renderer Renderer { get; private set; }
public SpriteFont UIFont { get; private set; }
#endregion
#region Constructors
protected GameEngineBase()
{
Graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = 1280,
PreferredBackBufferHeight = 720
};
Content.RootDirectory = "Content";
Manager.KeyStateChanged += OnKeyStateChanged;
Manager.MouseButtonStateChanged += OnMouseButtonStateChanged;
Manager.MouseMoved += OnMouseMoved;
}
#endregion
#region Methods
protected override void Initialize()
{
IsMouseVisible = true;
base.Initialize();
}
protected override void LoadContent()
{
base.LoadContent();
Batch = new SpriteBatch(GraphicsDevice);
Renderer = new Renderer(Batch);
Renderer.LoadContent();
UIFont = Content.Load<SpriteFont>("UIFont");
if (!File.Exists("Content/background.png"))
return;
using (var stream = File.OpenRead("Content/background.png"))
{
Background = Texture2D.FromStream(GraphicsDevice, stream);
}
}
protected virtual void OnKeyStateChanged(object sender, KeyEventArgs e) { }
protected virtual void OnMouseButtonStateChanged(object sender, MouseButtonEventArgs e) { }
protected virtual void OnMouseMoved(object sender, MouseMoveEventArgs e) { }
protected override void UnloadContent()
{
Background?.Dispose();
Background = null;
Renderer.UnloadContent();
base.UnloadContent();
}
protected override void Update(GameTime gameTime)
{
Manager.Update();
base.Update(gameTime);
}
#endregion
}