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, 0); player = new Player(initPlayerPosition); playerInput = new PlayerInput(); enemies = new List(); random = new Random(42); } 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); // Generate random platforms - test this idea out... platforms = PlatformGenerator.CreatePlatforms(6); } 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 enemies = SpawnEnemies(10); // 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(); // Check for game reset if (Keyboard.GetState().IsKeyDown(Keys.R)) ResetGame(); // 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 List SpawnEnemies(int numberOfEnemies) { List enemies = new List(); for (int i = 0; i < numberOfEnemies; i++) { Vector2 spawnPosition = new Vector2(16 + i * 3, -16); Enemy enemy = new Enemy(spawnPosition, GetRandomValueBetween1And3()); enemy.LoadContent(Content); enemies.Add(enemy); } return enemies; } 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 OnClientSizeChanged(object sender, EventArgs eventArgs) { if (!resizing && Window.ClientBounds.Width > 0 && Window.ClientBounds.Height > 0) { resizing = true; CalculateRenderDestination(); resizing = false; } } 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()); } private void ResetGame() { // Reset player position player.Reset(new Vector2(163, 0)); // Clear and respawn enemies enemies.Clear(); enemies = SpawnEnemies(10); // Regenerate platforms platforms = PlatformGenerator.CreatePlatforms(6); } } }