public SpriteBatch spriteBatch; //not used and can probably remove soon, but leave for now, this is all just default xna code. I offloaded this to a seperate class. public Main() { graphics = new GraphicsDeviceManager(this); //Resolution must be 4:3 or tiles wont be square, this is easy to fix but it makes more sense to just lock the res options honestly. graphics.IsFullScreen = false; //not all screens are 4:3, and not enabling full screen totally presents that moonrune rpgmaker aesthetic we all know and love graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; MapHandling.setTileSize(); Content.RootDirectory = "Content"; //not used, we can probably remove soon, but leave for now, this is all just default xna code. Offloaded to ImageLoader.cs }
/// <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) { // TODO: Gameloop SceneHandling.handleScene(); //the individual gameloops for the different menus etc should go in their own section of processScene() InputHandling.setInputState(); if (MapHandling.reDraw && SceneHandling.currentScene == SceneHandling.Scenes.Ingame) { MapHandling.layoutTiles(); } base.Update(gameTime); }
public void setResolution(ResolutionOptions newResolution) { if (newResolution == ResolutionOptions.SMALL) { x = 800; y = 600; } else if (newResolution == ResolutionOptions.MEDIUM) { x = 1024; y = 768; } else //LARGE { x = 1280; y = 960; } Main.graphics.PreferredBackBufferHeight = y; Main.graphics.PreferredBackBufferWidth = x; Main.graphics.ApplyChanges(); MapHandling.refreshSize(); //update tiles }
static public void updateStep() { STEP = MapHandling.getTileLength(); }