Files
LunaLightXMG/LunaLightGame.cs
T

309 lines
11 KiB
C#

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;
using System.Runtime.CompilerServices;
namespace LunaLightXMG
{
public class LunaLightGame : Game
{
// Class Objects
private Player player;
private PlayerInput playerInput;
private List<Enemy> enemies;
private int numOfEnemies;
private GraphicsDeviceManager graphics;
private Camera2D camera2D;
private SpriteBatch spriteBatch;
// Native retro scale
private int retroWidth = 320;
private int retroHeight = 180;
// Test Render Target Handler
private RenderHandler renderHandler;
bool resizing;
// Test sprites - eventually handle in a sprite manager?
private Texture2D platformTexture;
private Texture2D sinkArea;
// Test platforms
private Platform[] platforms;
private int numOfPlatforms;
// Music
private SoundEffect sinkBeats;
private SoundEffectInstance backgroundMusicInstance;
// Debugging
private SpriteFont debugFont;
private Texture2D debugGrid;
// Keyboard input
private KeyboardState prevKeyState;
// Util
Utilities util;
public LunaLightGame()
{
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<Enemy>();
// Init number of platforms / enemies
numOfPlatforms = 4;
numOfEnemies = 10;
util = new Utilities();
}
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
prevKeyState = Keyboard.GetState();
base.Initialize();
// Initialize camera
camera2D = new Camera2D(retroWidth, retroHeight);
// camera test - set level bounds
camera2D.SetLevelBounds(new Rectangle(0,0,480,270)); // Testing - default 320x180
renderHandler.CalculateRenderDestination();
// Generate random platforms - test this idea out...
platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms);
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
// Test platform
platformTexture = Content.Load<Texture2D>("platform");
sinkArea = Content.Load<Texture2D>("Sink area");
// Music
sinkBeats = Content.Load<SoundEffect>("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(numOfEnemies);
// Test Render Target Handler
renderHandler = new RenderHandler(GraphicsDevice, spriteBatch, retroWidth, retroHeight);
// Debugging
debugFont = Content.Load<SpriteFont>("fonts/debugFont");
debugGrid = Content.Load<Texture2D>("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);
}
// test render handler zoom
renderHandler.UpdateZoom();
// Update camera position
camera2D.Follow(player.position);
camera2D.UpdateScreenShake(gameTime);
// camera testing
TestCameraWhilePlaying();
ToggleBackgroundMusic();
// Update keyState
prevKeyState = Keyboard.GetState();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// // Test Render Target Handler - Draw sprites to the render (target
renderHandler.BeginRenderTarget(camera2D.GetViewMatrix());
// 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);
}
renderHandler.EndRenderTarget();
renderHandler.DrawRenderTarget();
// Debugging
DrawDebugInfo();
base.Draw(gameTime);
}
#region Methods
private List<Enemy> SpawnEnemies(int numberOfEnemies) {
List<Enemy> enemies = new List<Enemy>();
for (int i = 0; i < numberOfEnemies; i++)
{
Vector2 spawnPosition = new Vector2(16 + i * 3, -16);
Enemy enemy = new(spawnPosition, util.ChooseFromRange(1,3));
enemy.LoadContent(Content);
enemies.Add(enemy);
}
return enemies;
}
private void PlayBackgroundMusic(SoundEffect backgroundMusic)
{
if (backgroundMusicInstance == null)
{
backgroundMusicInstance = backgroundMusic.CreateInstance();
backgroundMusicInstance.IsLooped = true;
}
if (backgroundMusicInstance.State == SoundState.Playing)
{
backgroundMusicInstance.Stop();
}
else
{
backgroundMusicInstance.Play();
}
}
private void OnClientSizeChanged(object sender, EventArgs eventArgs)
{
if (!resizing && Window.ClientBounds.Width > 0 && Window.ClientBounds.Height > 0)
{
resizing = true;
renderHandler.CalculateRenderDestination();
resizing = false;
}
}
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.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 130), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: U, Zoom normal: I, Zoom out: O", new Vector2(10, 210), Color.White);
spriteBatch.DrawString(debugFont, $"Press P to test screen shake.", new Vector2(10, 230), Color.White);
spriteBatch.DrawString(debugFont, $"Press M to toggle game music.", new Vector2(10, 250), Color.White);
spriteBatch.End();
}
private void ResetGame()
{
// reset cam
camera2D.Rotation = 0;
camera2D.Zoom = 1f;
// reset render target zoom
renderHandler.ZoomNormalize();
// Reset player position
player.Reset(new Vector2(163, 0));
// Clear and respawn enemies
enemies.Clear();
enemies = SpawnEnemies(numOfEnemies);
// Regenerate platforms
platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms);
}
#endregion
// Testing ------------------------
private void ToggleBackgroundMusic()
{
KeyboardState currKeyState = Keyboard.GetState();
if (prevKeyState.IsKeyUp(Keys.M) && currKeyState.IsKeyDown(Keys.M))
{
PlayBackgroundMusic(sinkBeats);
}
}
private void TestCameraWhilePlaying()
{
KeyboardState keyboardState = Keyboard.GetState();
var KeyK = keyboardState.IsKeyDown(Keys.K);
var KeyL = keyboardState.IsKeyDown(Keys.L);
var KeyU = keyboardState.IsKeyDown(Keys.U);
var KeyI = keyboardState.IsKeyDown(Keys.I);
var KeyO = keyboardState.IsKeyDown(Keys.O);
var KeyP = keyboardState.IsKeyDown(Keys.P);
if (KeyK)
{
camera2D.Rotation -= 0.01f;
}
if (KeyL)
{
camera2D.Rotation += 0.01f;
}
if (KeyU)
{
renderHandler.ZoomIn();
}
if (KeyI)
{
renderHandler.ZoomNormalize();
}
if (KeyO)
{
renderHandler.ZoomOut();
}
if (KeyP)
{
camera2D.ScreenShake(0.5f, 5f);
}
}
// ---------------------------------------
}
}