Files
LunaLightXMG/Game1.cs
T
2024-05-15 13:13:53 -07:00

124 lines
4.3 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace LunaLightXMG
{
public class Game1 : Game
{
private GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
// Test Render Target
private RenderTarget2D renderTarget;
private Rectangle renderDestination;
bool resizing;
// Test sprites
Texture2D sprRo;
Texture2D sprCave1_background;
Texture2D sprCave1_foreground;
Texture2D sprCave1_walls;
// Native retro scale
private int retroWidth = 320;
private int retroHeight = 180;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
Window.ClientSizeChanged += OnClientSizeChanged; // Jensen can implement
Window.AllowUserResizing = true;
IsMouseVisible = true;
}
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();
base.Initialize();
CalculateRenderDestination(); // Jensen can implement
}
private void CalculateRenderDestination()
{
Point size = GraphicsDevice.Viewport.Bounds.Size;
float scaleX = (float)size.X / renderTarget.Width;
float scaleY = (float)size.Y / renderTarget.Height;
float scale = Math.Min(scaleX, scaleY);
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;
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
sprRo = Content.Load<Texture2D>("sprRo_Wall");
sprCave1_background = Content.Load<Texture2D>("spr_cave1_background");
sprCave1_foreground = Content.Load<Texture2D>("spr_Cave1_foreground");
sprCave1_walls = Content.Load<Texture2D>("spr_Cave1_walls");
// Test Render Target
renderTarget = new RenderTarget2D(GraphicsDevice, retroWidth, retroHeight);
}
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();
// TODO: Add your update logic here
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);
// Draw sprites here
spriteBatch.Draw(sprCave1_background,new Vector2(0,0),Color.White);
spriteBatch.Draw(sprRo, new Vector2(163, 63), Color.White);
spriteBatch.Draw(sprCave1_walls, new Vector2(0, 0), Color.White);
spriteBatch.Draw(sprCave1_foreground, new Vector2(0, 0), Color.White);
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();
base.Draw(gameTime);
}
}
}