mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-31 00:05:02 -07:00
124 lines
3.4 KiB
C#
124 lines
3.4 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Media;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace LunaLightXMG
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{
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public class LunaLightGame : Game
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{
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// Class Objects
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private Player player;
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private PlayerInput playerInput;
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private List<Enemy> enemies;
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private int numOfEnemies;
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private GraphicsDeviceManager graphics;
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private Camera2D camera2D;
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private SpriteBatch spriteBatch;
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// Native retro scale
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private int retroWidth = 320;
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private int retroHeight = 180;
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// Test Render Target Handler
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private RenderHandler renderHandler;
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bool resizing;
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// Test sprites - eventually handle in a sprite manager?
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private Texture2D platformTexture;
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private Texture2D sinkArea;
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// Test platforms
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private Platform[] platforms;
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private int numOfPlatforms;
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// Level Object
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private Level level;
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// Music
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private SoundEffect sinkBeats;
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private SoundEffectInstance backgroundMusicInstance;
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// Debugging
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private SpriteFont debugFont;
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private Texture2D debugGrid;
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// Keyboard input
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private KeyboardState prevKeyState;
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// Util
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Utilities util;
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public LunaLightGame()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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Window.ClientSizeChanged += OnClientSizeChanged;
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Window.AllowUserResizing = true;
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IsMouseVisible = true;
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playerInput = new PlayerInput();
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//level = new Level(spriteBatch, renderHandler);
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}
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protected override void Initialize()
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{
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// Set initial window size
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graphics.PreferredBackBufferWidth = 1920;
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graphics.PreferredBackBufferHeight = 1080;
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graphics.ApplyChanges();
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playerInput.HasControl = true; // May need to find a new home for this
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base.Initialize();
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}
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protected override void LoadContent()
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{
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spriteBatch = new SpriteBatch(GraphicsDevice);
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renderHandler = new RenderHandler(GraphicsDevice, spriteBatch, retroWidth, retroHeight);
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if (level != null)
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level.Dispose();
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level = new Level(spriteBatch, renderHandler);
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}
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protected override void Update(GameTime gameTime)
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{
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level.Update(gameTime);
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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level.Draw(gameTime, spriteBatch);
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base.Draw(gameTime);
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}
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#region Methods
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private void OnClientSizeChanged(object sender, EventArgs eventArgs)
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{
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if (!resizing && Window.ClientBounds.Width > 0 && Window.ClientBounds.Height > 0)
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{
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resizing = true;
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renderHandler.CalculateRenderDestination();
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resizing = false;
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}
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}
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#endregion
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}
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}
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