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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.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Storefront
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private bool initialLoad = true;
public static bool newState = false;
public static bool closeTrigger = false;
public static bool pauseInput = false;
//state class vars
GameLogic.NewGameStuff.NewGameLogic newGame;
Storefront.GameLogic.MainGamePlay.GameplayView gv;
Menus.IntroMenu introMenus;
/// <summary>
/// Initialize the game.
/// </summary>
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
//set window properties
#if WINDOWS
graphics.IsFullScreen = false;
//show mouse on windows platform
IsMouseVisible = true;
this.Window.Title = "StoreFront";
#else
graphics.IsFullScreen = true;
#endif
//set screen size
graphics.PreferMultiSampling = true;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
//set the screen size to be able to be accessed by entire game
GameLogic.GameGlobal.GameWidth = graphics.PreferredBackBufferWidth;
GameLogic.GameGlobal.GameHeight = graphics.PreferredBackBufferHeight;
//set to a default 30 fps
TargetElapsedTime = TimeSpan.FromTicks(333333);
IsFixedTimeStep = false;
}
/// <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()
{
//TESTING - set to STARTUP for regular game
GameLogic.GameGlobal.CurrentGS = GameLogic.GameState.MainMenu;
//init console
Program.gameConsole.Initialize();
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()
{
if (initialLoad)
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
//load the game's font
GameLogic.GameGlobal.gameFont = Content.Load<SpriteFont>(@"Text\GameFont");
Program.gameConsole.AddLine("Font Loaded", Microsoft.Xna.Framework.Color.Green);
//load global textures
Graphics.GlobalGfx.initGfx(Content, GraphicsDevice);
//create a new texture to be used as the "empty texture" for the gfx class
Texture2D t = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
Graphics.SimpleDraw.initGfx(t);
//switch to false so main stuff only loaded once.
initialLoad = false;
//create the global order handler.
GameLogic.GameGlobal.orderHandler = new GameLogic.MainGamePlay.OrderHandler();
}
switch (GameLogic.GameGlobal.CurrentGS)
{
case GameLogic.GameState.Startup:
break;
default:
case GameLogic.GameState.MainMenu:
introMenus = new Menus.IntroMenu(Content);
introMenus.loadIntroMenus();
break;
case GameLogic.GameState.NewGame:
newGame = new GameLogic.NewGameStuff.NewGameLogic(Content);
newGame.loadNGLContent();
break;
case GameLogic.GameState.OfficeMode:
break;
case GameLogic.GameState.Options:
break;
case GameLogic.GameState.GameStandard:
newGame.unloadIntroEdit();
gv = new GameLogic.MainGamePlay.GameplayView();
gv.loadGV(Content);
break;
case GameLogic.GameState.ChapterTransition:
break;
case GameLogic.GameState.EndGame:
break;
}
}
/// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
// this.Exit();
if (closeTrigger)
{
CloseGame();
}
//update controls
if (!pauseInput)
{
GameLogic.GameGlobal.InputControl.Update();
}
//update the console
if (GameLogic.GameGlobal.InputControl.IsNewPress(Keys.Tab))
{
Program.gameConsole.Visible = !Program.gameConsole.Visible;
}
if (Program.gameConsole.Visible)
{
Program.gameConsole.Update(gameTime);
}
switch (GameLogic.GameGlobal.CurrentGS)
{
case GameLogic.GameState.Startup:
break;
default:
case GameLogic.GameState.MainMenu:
introMenus.updateIntroMenus(gameTime);
break;
case GameLogic.GameState.NewGame:
newGame.updateNGL(gameTime);
break;
case GameLogic.GameState.OfficeMode:
break;
case GameLogic.GameState.Options:
break;
case GameLogic.GameState.GameStandard:
gv.updateGV(gameTime, Content);
break;
//case GameLogic.GameState.InventoryDisplay:
// id.updateInvDisplay(gameTime);
// break;
case GameLogic.GameState.ChapterTransition:
break;
case GameLogic.GameState.EndGame:
break;
}
if (newState)
{
LoadContent();
newState = false;
}
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.Black);
switch (GameLogic.GameGlobal.CurrentGS)
{
case GameLogic.GameState.Startup:
break;
default:
case GameLogic.GameState.MainMenu:
introMenus.drawIntroMenus(spriteBatch, gameTime);
break;
case GameLogic.GameState.NewGame:
newGame.drawNGL(spriteBatch, gameTime);
break;
case GameLogic.GameState.OfficeMode:
break;
case GameLogic.GameState.Options:
break;
case GameLogic.GameState.GameStandard:
gv.drawGV(spriteBatch, gameTime, GraphicsDevice);
break;
case GameLogic.GameState.ChapterTransition:
break;
case GameLogic.GameState.EndGame:
break;
}
//TESTING CUSTOMER PALETTE SWAPPING
//if (once)
//{
// once = false;
// test = Graphics.GlobalGfx.createCustomerTexture(GraphicsDevice, spriteBatch);
//}
//spriteBatch.Begin();
//spriteBatch.Draw(test, new Vector2(0, 0), Color.White);
//spriteBatch.End();
//END TEST
//draw the console
if (Program.gameConsole.Visible)
{
Program.gameConsole.Draw(gameTime);
}
base.Draw(gameTime);
}
private void CloseGame()
{
UnloadContent();
this.Exit();
}
}
}