using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using Tutorial030.Emitters;
using Tutorial030.Misc;
using Tutorial030.Models;
using Tutorial030.Sprites;
using Tutorial030.States;
namespace Tutorial030
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public static int ScreenWidth = 1280;
public static int ScreenHeight = 720;
public static Random Random;
private GameModel _gameModel;
private State _currentState;
private LevelModel _sunnyLevel;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
///
/// 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.
///
protected override void Initialize()
{
graphics.PreferredBackBufferWidth = ScreenWidth;
graphics.PreferredBackBufferHeight = ScreenHeight;
graphics.ApplyChanges();
Random = new Random();
IsMouseVisible = true;
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
_gameModel = new GameModel()
{
ContentManger = Content,
GraphicsDeviceManager = graphics,
SpriteBatch = spriteBatch,
};
_currentState = new LevelSelectorState(_gameModel);
_currentState.LoadContent();
var player = new Player(new Dictionary()
{
{ "Running", new Animation(Content.Load("Player/Running"), 4) },
{ "Jumping", new Animation(Content.Load("Player/Jumping"), 4) },
{ "Falling", new Animation(Content.Load("Player/Falling"), 4) },
})
{
BaseAttributes = new Attributes()
{
Speed = 3f,
},
Position = new Vector2(50, 300),
Layer = 1f,
};
_sunnyLevel = new LevelModel(player)
{
//Emitter = new SnowEmitter(new Particle(Content.Load("Particles/Snow"))),
ScrollingBackgrounds = new List()
{
new ScrollingBackground(Content.Load("Levels/Sunny/Trees"), player, 60f)
{
Layer = 0.99f,
},
new ScrollingBackground(Content.Load("Levels/Sunny/Floor"), player, 60f)
{
Layer = 0.9f,
},
new ScrollingBackground(Content.Load("Levels/Sunny/Hills_Front"), player, 40f)
{
Layer = 0.8f,
},
new ScrollingBackground(Content.Load("Levels/Sunny/Hills_Middle"), player, 30f)
{
Layer = 0.79f,
},
new ScrollingBackground(Content.Load("Levels/Sunny/Clouds_Fast"), player, 25f, true)
{
Layer = 0.78f,
},
new ScrollingBackground(Content.Load("Levels/Sunny/Hills_Back"), player, 0f)
{
Layer = 0.77f,
},
new ScrollingBackground(Content.Load("Levels/Sunny/Clouds_Slow"), player, 10f, true)
{
Layer = 0.7f,
},
new ScrollingBackground(Content.Load("Levels/Sunny/Sky"), player, 0f)
{
Layer = 0.1f,
},
}
};
}
///
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
switch (_currentState)
{
case LevelSelectorState levelSelectorState:
_currentState = new PlayingState(_gameModel, _sunnyLevel);
_currentState.LoadContent();
break;
case CustomiseState customiseState:
break;
case PlayingState playingState:
break;
default:
throw new Exception("Unknown state: " + _currentState.ToString());
}
_currentState.Update(gameTime);
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
_currentState.Draw(gameTime);
base.Draw(gameTime);
}
}
}