using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Media; using System; using System.Collections.Generic; namespace LunaLightXMG { public class Game1 : Game { // Class Objects private Player player; private PlayerInput playerInput; private List enemies; private GraphicsDeviceManager graphics; private SpriteBatch spriteBatch; // Native retro scale private int retroWidth = 320; private int retroHeight = 180; // Test Render Target private RenderTarget2D renderTarget; private Rectangle renderDestination; bool resizing; // Test sprites - eventually handle in a sprite manager? private Texture2D platformTexture; // Test platforms private Platform[] platforms; // Music private SoundEffect sinkBeats; private SoundEffectInstance backgroundMusicInstance; // Debugging private SpriteFont debugFont; private Texture2D debugGrid; // Utility private static Random random; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsMouseVisible = true; Window.ClientSizeChanged += OnClientSizeChanged; Window.AllowUserResizing = true; IsMouseVisible = true; // Test player input and movement with abstracted player class Vector2 initPlayerPosition = new Vector2(163, 63); Vector2 initEnemyPosition = new Vector2(16, 16); player = new Player(initPlayerPosition); playerInput = new PlayerInput(); enemies = new List(); random = new Random(42); } private void OnClientSizeChanged(object sender, EventArgs eventArgs) { if (!resizing && Window.ClientBounds.Width > 0 && Window.ClientBounds.Height > 0) { resizing = true; CalculateRenderDestination(); resizing = false; } } protected override void Initialize() { // Set initial window size graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; graphics.ApplyChanges(); playerInput.HasControl = true; // May need to find a new home for this base.Initialize(); CalculateRenderDestination(); // Play music PlayBackgroundMusic(sinkBeats); // Test initialize platforms -- this should be abstracted to a class // Also, I'm assuming using a tool like tiled will prevent having to // manually input platforms like below... platforms = new Platform[] { // platforms new Platform(new Vector2(48, 128), 16, 16), new Platform(new Vector2(64, 128), 16, 16), new Platform(new Vector2(96, 96), 16, 16), new Platform(new Vector2(112, 96), 16, 16), new Platform(new Vector2(192, 128), 16, 16), new Platform(new Vector2(208, 128), 16, 16), new Platform(new Vector2(240, 96), 16, 16), new Platform(new Vector2(256, 96), 16, 16), new Platform(new Vector2(192, 64), 16, 16), new Platform(new Vector2(208, 64), 16, 16), new Platform(new Vector2(144, 32), 16, 16), new Platform(new Vector2(160, 32), 16, 16), new Platform(new Vector2(288, 128), 16, 16), new Platform(new Vector2(16, 96), 16, 16), // bottom new Platform(new Vector2(16, 160), 16, 16), new Platform(new Vector2(32, 160), 16, 16), new Platform(new Vector2(48, 160), 16, 16), new Platform(new Vector2(64, 160), 16, 16), new Platform(new Vector2(80, 160), 16, 16), new Platform(new Vector2(96, 160), 16, 16), new Platform(new Vector2(112, 160), 16, 16), new Platform(new Vector2(128, 160), 16, 16), new Platform(new Vector2(144, 160), 16, 16), new Platform(new Vector2(160, 160), 16, 16), new Platform(new Vector2(176, 160), 16, 16), new Platform(new Vector2(192, 160), 16, 16), new Platform(new Vector2(208, 160), 16, 16), new Platform(new Vector2(224, 160), 16, 16), new Platform(new Vector2(240, 160), 16, 16), new Platform(new Vector2(256, 160), 16, 16), new Platform(new Vector2(272, 160), 16, 16), new Platform(new Vector2(288, 160), 16, 16), // left side new Platform(new Vector2(0, 0), 16, 16), new Platform(new Vector2(0, 16), 16, 16), new Platform(new Vector2(0, 32), 16, 16), new Platform(new Vector2(0, 48), 16, 16), new Platform(new Vector2(0, 64), 16, 16), new Platform(new Vector2(0, 80), 16, 16), new Platform(new Vector2(0, 96), 16, 16), new Platform(new Vector2(0, 112), 16, 16), new Platform(new Vector2(0, 128), 16, 16), new Platform(new Vector2(0, 144), 16, 16), // right side new Platform(new Vector2(304, 0), 16, 16), new Platform(new Vector2(304, 16), 16, 16), new Platform(new Vector2(304, 32), 16, 16), new Platform(new Vector2(304, 48), 16, 16), new Platform(new Vector2(304, 64), 16, 16), new Platform(new Vector2(304, 80), 16, 16), new Platform(new Vector2(304, 96), 16, 16), new Platform(new Vector2(304, 112), 16, 16), new Platform(new Vector2(304, 128), 16, 16), new Platform(new Vector2(304, 144), 16, 16) }; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); // Test platform platformTexture = Content.Load("platform"); // Music sinkBeats = Content.Load("music/sinkBeats"); // load player sprite player.LoadContent(Content); // player sprite is now handled in player.cs // Spawn 10 enemies at the start of the level for (int i = 0; i < 10; i++) { Vector2 spawnPosition = new Vector2(16 + i*3,16); Enemy enemy = new Enemy(spawnPosition, GetRandomValueBetween1And3()); enemy.LoadContent(Content); enemies.Add(enemy); } // Test Render Target renderTarget = new RenderTarget2D(GraphicsDevice, retroWidth, retroHeight); // Debugging debugFont = Content.Load("fonts/debugFont"); debugGrid = Content.Load("debugGrid"); } protected override void Update(GameTime gameTime) { // Temporary quit game - eventually handle in a pause menu class if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // Test player input and movement with abstracted player class playerInput.Update(); player.Update(gameTime, playerInput, platforms); foreach (var enemy in enemies) { enemy.Update(gameTime, player, platforms); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Test Render Target - Draw sprites to the render target GraphicsDevice.SetRenderTarget(renderTarget); // Test Sprite spriteBatch.Begin(samplerState: SamplerState.PointClamp); // Debug Grid spriteBatch.Draw(debugGrid, new Vector2(0, 0), Color.Blue); // Test draw tiles foreach (var platform in platforms) { platform.Draw(spriteBatch, platformTexture); // Assuming all tiles use the same texture for now } // Test player input and movement with abstracted player class player.Draw(spriteBatch); foreach (var enemy in enemies) { enemy.Draw(spriteBatch); } spriteBatch.End(); // Test Render Target - Draw render target to the screen GraphicsDevice.SetRenderTarget(null); spriteBatch.Begin(samplerState: SamplerState.PointClamp); spriteBatch.Draw(renderTarget, renderDestination, Color.White); spriteBatch.End(); // Debugging DrawDebugInfo(); base.Draw(gameTime); } // Method Implementation ------------------------------------------------------------------------------- private void PlayBackgroundMusic(SoundEffect backgroundMusic) { if (backgroundMusicInstance == null || backgroundMusicInstance.State != SoundState.Playing) { if (backgroundMusicInstance != null) { backgroundMusicInstance.Dispose(); } backgroundMusicInstance = backgroundMusic.CreateInstance(); backgroundMusicInstance.IsLooped = true; backgroundMusicInstance.Play(); } } private void CalculateRenderDestination() { Point size = GraphicsDevice.Viewport.Bounds.Size; // Calculate the integer scale factor int scaleX = size.X / renderTarget.Width; int scaleY = size.Y / renderTarget.Height; int scale = Math.Min(scaleX, scaleY); // Ensure the scale is at least 1 scale = Math.Max(scale, 1); // Set renderDestination renderDestination.Width = (int)(renderTarget.Width * scale); renderDestination.Height = (int)(renderTarget.Height * scale); renderDestination.X = (size.X - renderDestination.Width) / 2; renderDestination.Y = (size.Y - renderDestination.Height) / 2; } private void DrawDebugInfo() { spriteBatch.Begin(); // Draw debug messages spriteBatch.DrawString(debugFont, $"VSP: {player.vsp}", new Vector2(10, 10), Color.White); spriteBatch.DrawString(debugFont, $"Grounded: {player.grounded}", new Vector2(10, 30), Color.White); spriteBatch.DrawString(debugFont, $"Walled: {player.walled}", new Vector2(10, 50), Color.White); spriteBatch.DrawString(debugFont, $"Position: {player.position}", new Vector2(10, 70), Color.White); spriteBatch.End(); } public static float GetRandomValueBetween1And3() { return (float)(1 + 2 * random.NextDouble()); } } }