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GameMain.cs
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GameMain.cs
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.ViewportAdapters;
using TeamRock.CustomCamera;
using TeamRock.Managers;
using TeamRock.Scene;
using TeamRock.UI;
using TeamRock.Utils;
namespace TeamRock
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class GameMain : Game
{
private readonly GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private GamePadVibrationController _gamePadVibrationController;
private MouseController _mouseController;
private BoxingViewportAdapter _mainViewport;
private OrthographicCamera _mainCamera;
private SoundManager _soundManager;
private CameraShaker _cameraShaker;
private bool _drawDebug = false; // TODO: Change this later on...
private Fader _screenFader;
#region Screen Management
private HomeScreen _homeScreen;
private CinematicScreen _cinematicScreen;
private InstructionScreen _instructionScreen;
private MainScreen _mainScreen;
private GameOverScreen _gameOverScreen;
private enum GameScreen
{
HomeScreen,
CinematicScreen,
InstructionsScreen,
MainScreen,
GameOverScreen
}
private GameScreen _gameScreen;
#endregion
#region Constructor
public GameMain()
{
Content.RootDirectory = "Content";
_graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = GameInfo.FixedWindowWidth,
PreferredBackBufferHeight = GameInfo.FixedWindowHeight
};
Window.AllowUserResizing = true;
}
#endregion
#region Initialize
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
Window.Title = "POCO LOCO";
_spriteBatch = new SpriteBatch(GraphicsDevice);
SetupCamerasAndViewports();
SetupSpecialControllers();
SetupScreens();
SetupOtherItems();
_homeScreen.StartMusic();
SetGameScreen(GameScreen.HomeScreen);
}
private void SetupCamerasAndViewports()
{
_mainViewport =
new BoxingViewportAdapter(Window, GraphicsDevice, GameInfo.FixedWindowWidth,
GameInfo.FixedWindowHeight);
_mainCamera = new OrthographicCamera(_mainViewport)
{
Zoom = 1
};
_cameraShaker = CameraShaker.Instance;
_cameraShaker.Initialize(_mainCamera);
// This is a hack that was required to reset the ViewPort so that textures scaled properly
_mainViewport.Reset();
}
private void SetupSpecialControllers()
{
_mouseController = MouseController.Instance;
_mouseController.Initialize(this, _mainCamera);
_mouseController.DisplayMouse();
_gamePadVibrationController = GamePadVibrationController.Instance;
}
private void SetupScreens()
{
_homeScreen = HomeScreen.Instance;
_homeScreen.Initialize(Content);
_cinematicScreen = CinematicScreen.Instance;
_cinematicScreen.Initialize(Content);
_instructionScreen = InstructionScreen.Instance;
_instructionScreen.Initialize(Content);
_mainScreen = MainScreen.Instance;
_mainScreen.Initialize(Content);
_gameOverScreen = GameOverScreen.Instance;
_gameOverScreen.Initialize(Content);
}
private void SetupOtherItems()
{
_soundManager = SoundManager.Instance;
_soundManager.Initialize();
_screenFader = Fader.Instance;
_screenFader.Initialize(Content, GameInfo.ScreenFadeInRate, GameInfo.ScreenFadeOutRate);
// Set Initial Screen Status Before First Run
_screenFader.SetSpriteColor(Color.Black);
_screenFader.StartFadeOut();
_homeScreen.ResetScreen();
}
#endregion
#region Draw
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
base.Draw(gameTime);
_spriteBatch.Begin(transformMatrix: _mainCamera.GetViewMatrix(), samplerState: SamplerState.LinearClamp,
blendState: BlendState.AlphaBlend);
switch (_gameScreen)
{
case GameScreen.HomeScreen:
_homeScreen.Draw(_spriteBatch);
break;
case GameScreen.CinematicScreen:
_cinematicScreen.Draw(_spriteBatch);
break;
case GameScreen.InstructionsScreen:
_instructionScreen.Draw(_spriteBatch);
break;
case GameScreen.MainScreen:
_mainScreen.Draw(_spriteBatch);
break;
case GameScreen.GameOverScreen:
_gameOverScreen.Draw(_spriteBatch);
break;
default:
throw new ArgumentOutOfRangeException();
}
_screenFader.Draw(_spriteBatch);
_spriteBatch.End();
if (_drawDebug)
{
DrawDebug();
}
}
private void DrawDebug()
{
_spriteBatch.Begin(transformMatrix: _mainCamera.GetViewMatrix());
switch (_gameScreen)
{
case GameScreen.HomeScreen:
_homeScreen.DrawDebug(_spriteBatch);
break;
case GameScreen.CinematicScreen:
_cinematicScreen.DrawDebug(_spriteBatch);
break;
case GameScreen.InstructionsScreen:
_instructionScreen.DrawDebug(_spriteBatch);
break;
case GameScreen.MainScreen:
_mainScreen.DrawDebug(_spriteBatch);
break;
case GameScreen.GameOverScreen:
_gameOverScreen.DrawDebug(_spriteBatch);
break;
default:
throw new ArgumentOutOfRangeException();
}
_spriteBatch.End();
}
#endregion
#region Update
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
{
Exit();
}
base.Update(gameTime);
if (IsActive)
{
float deltaTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
float totalGameTime = (float) gameTime.TotalGameTime.TotalSeconds;
_gamePadVibrationController.Update(deltaTime);
_cameraShaker.Update(deltaTime);
switch (_gameScreen)
{
case GameScreen.HomeScreen:
{
bool switchScreen = _homeScreen.Update(deltaTime, totalGameTime);
if (switchScreen)
{
_homeScreen.StopMusic();
_cinematicScreen.ResetScreen();
Fader.Instance.StartFadeOut();
SetGameScreen(GameScreen.CinematicScreen);
}
}
break;
case GameScreen.CinematicScreen:
{
bool switchScreen = _cinematicScreen.Update(deltaTime, totalGameTime);
if (switchScreen)
{
_instructionScreen.ResetScreen();
Fader.Instance.StartFadeOut();
SetGameScreen(GameScreen.InstructionsScreen);
}
}
break;
case GameScreen.InstructionsScreen:
{
bool switchScreen = _instructionScreen.Update(deltaTime, totalGameTime);
if (switchScreen)
{
_mainScreen.ResetScreen();
_mainScreen.StartMusic();
Fader.Instance.StartFadeOut();
SetGameScreen(GameScreen.MainScreen);
}
}
break;
case GameScreen.MainScreen:
{
bool switchScreens = _mainScreen.Update(deltaTime, totalGameTime);
if (switchScreens)
{
_mainScreen.StopMusic();
_gameOverScreen.ResetScreen();
Fader.Instance.StartFadeOut();
SetGameScreen(GameScreen.GameOverScreen);
}
}
break;
case GameScreen.GameOverScreen:
{
bool switchScreens = _gameOverScreen.Update(deltaTime, totalGameTime);
if (switchScreens)
{
_homeScreen.StartMusic();
_homeScreen.ResetScreen();
Fader.Instance.StartFadeOut();
SetGameScreen(GameScreen.HomeScreen);
}
}
break;
default:
throw new ArgumentOutOfRangeException();
}
_screenFader.Update(deltaTime);
}
else
{
_gamePadVibrationController.StopVibration();
}
}
#endregion
#region UnLoad Content
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent() => Content.Unload();
#endregion
#region Utility Functions
private void SetGameScreen(GameScreen gameScreen)
{
if (_gameScreen == gameScreen)
{
return;
}
_gameScreen = gameScreen;
}
#endregion
}
}