/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. TextureManager.setDebug(true); spriteBatch = new SpriteBatch(GraphicsDevice); TextureManager.loadAllImages(Content); GlobalCamera = new LCamera(graphics.GraphicsDevice, spriteBatch, Settings.TargetRectangle, Settings.GP_P); Camera.setupCamera(Settings.GP_P); Camera.setupGenericTexture(GraphicsDevice); SafeImage.SetPlaceholder(new Image("phld")); ControllerDisplayHelper.Load(); TemporaryPlayer.LOAD(); Screen.Load(Content); Settings.Load(); ScreenManager = new GameScreenManager(); Screens.MinigameScreen.Load(Content); //Settings.DEBUG_CONTROLLERS = true; //DEBUGGING: Settings.UPDATE_GT = new GameTime(TimeSpan.Zero, TimeSpan.Zero); GameManager.Setup(new Player[] { new Player("TST P", Difficulty.NON_COMP, PlayerIndex.One), new Player("CMP E", Difficulty.Easy, PlayerIndex.Two), new Player("CMP M", Difficulty.Medium, PlayerIndex.Three), new Player("CMP H", Difficulty.Hard, PlayerIndex.Four) }); GameManager.ChangeP1(GameManager.Players[2], 0); ScreenManager.ChangeScreen(new Screens.MinigameScreen( Screens.MinigameScreen.AllMinigames[2], // Minigame goes here GameManager.Players)); // END DEBUGGING }
/// <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); GlobalCamera.Begin(); ScreenManager.Draw(gameTime, spriteBatch); if (Settings.DEBUG_CONTROLLERS && GameManager.Players != null && GameManager.Players[0] != null) { for (int x = 0; x < 4; x++) { ControllerDisplayHelper.RENDER_CONTROLLER(spriteBatch, GameManager.Players[x].GamePad.BaseCurrent(), Settings.PlayerCAreas[x], GameManager.Players[x].PlayerColor); } } GlobalCamera.End(); base.Draw(gameTime); }
private static void RECALC_TGT_RECT() { double TgtRes = GP_X / (double)GP_Y; double ActualRes = Screen_X / (double)Screen_Y; if (TgtRes > ActualRes) { //TGTX adj TargetRectangle.Width = Screen_X; TargetRectangle.Height = (int)(TargetRectangle.Width / TgtRes); TargetRectangle.Y += (Screen_Y - TargetRectangle.Height) / 2; } else if (TgtRes == ActualRes) { TargetRectangle = new Rectangle(0, 0, Screen_X, Screen_Y); } else { //TGTY adj TargetRectangle.Height = Screen_Y; TargetRectangle.Width = (int)(TgtRes * (double)TargetRectangle.Height); TargetRectangle.X += (Screen_X - TargetRectangle.Width) / 2; } PlayerCAreas = new Rectangle[4]; int Wid = GP_X / 5; int spacing = Wid / 5; for (int i = 0; i < 4; i++) { PlayerCAreas[i] = new Rectangle(0, 0, Wid, (int)(ControllerDisplayHelper.GETAR() * Wid)); PlayerCAreas[i].X = spacing + (Wid + spacing) * i; } }