/// <summary> /// Render the scene /// </summary> public override void Render() { if (!mGameReady) { return; } mCamera.Apply(); Menu menu = null; if (mGameState == GameState.SHOW_INVENTORY || mGameState == GameState.DROP_INVENTORY) { menu = mMenuInventory; } else if (mGameState == GameState.SHOW_HELP) { menu = mMenuHelp; } else if (mGameState == GameState.LEVEL_UP) { menu = mMenuLevelUp; } else if (mGameState == GameState.CHARACTER_SCREEN) { menu = mMenuCharacterScreen; } RenderFunctions.RenderAll(mGameState, mPlayer, menu, mConsole); //// mFloodMap.DebugRender(); RB.CameraReset(); }
/// <summary> /// Update scene /// </summary> /// <returns>True if update consumed</returns> public override bool Update() { // If game is not ready for some reason then bail out to Main Menu if (!mGameReady) { var game = (RetroDungeoneerGame)RB.Game; game.ChangeScene(SceneEnum.MAIN_MENU); return(false); } if (mFOVRecompute) { mGameMap.RecomputeFov(mPlayer, C.FOV_RADIUS); mFOVRecompute = false; } if (mFloodRecompute) { mFloodMap.Refresh(mPlayer.e.pos, (C.SCREEN_WIDTH / 2) + 2); mFloodRecompute = false; } if (mGameState == GameState.ENEMY_TURN) { DoEnemyTurn(); ChangeState(GameState.PLAYER_TURN); } else { if (!mInputLocked && DoPlayerTurn()) { if (mGameState != GameState.LEVEL_UP) { ChangeState(GameState.ENEMY_TURN); } } } mCamera.Follow(mPlayer); RenderFunctions.Update(); SoundBank.Instance.Process(); EffectManager.Instance.Update(mResultSet); HandleEffectResults(); if (mInputLocked && !RB.AnyKeyDown()) { mInputLocked = false; } return(false); }
/// <summary> /// Initialize your game here. /// </summary> /// <returns>Return true if successful</returns> public bool Initialize() { assets.LoadAll(); // You can load a spritesheet here RB.SpriteSheetSet(assets.spriteSheet); RB.EffectSet(RB.Effect.Scanlines, 0.5f); EntityFunctions.Initialize(); S.InitializeAnims(); SoundSerializer.Initialize(); InitializeNewGame.InitializeConstants(); RenderFunctions.Initialize(); mSceneGame = new SceneGame(); mSceneMainMenu = new SceneMainMenu(); mSceneMessage = new SceneMessage(); // Generate tile grid, this is a one time operation, we can keep reusing the grid var gridColor = Color.white; for (int x = 0; x < RB.MapSize.width; x++) { for (int y = 0; y < RB.MapSize.height; y++) { RB.MapSpriteSet(C.LAYER_GRID, new Vector2i(x, y), S.GRID, gridColor); } } ChangeScene(SceneEnum.MAIN_MENU); RB.MapLayerSpriteSheetSet(C.LAYER_GRID, assets.spriteSheet); RB.MapLayerSpriteSheetSet(C.LAYER_TERRAIN, assets.spriteSheet); RB.MapLayerSpriteSheetSet(C.LAYER_VISIBILITY, assets.spriteSheet); // Collect any garbage created during initilization to avoid a performance hiccup later. System.GC.Collect(); return(true); }
/// <summary> /// Initialize your game here. /// </summary> /// <returns>Return true if successful</returns> public bool Initialize() { // You can load a spritesheet here RB.SpriteSheetSetup(0, "Demos/RetroDungeoneer/SpritePack", new Vector2i(16, 16)); RB.SpriteSheetSet(0); var fontSprite = RB.PackedSpriteGet(S.FONT_RETROBLIT_DROPSHADOW); var fontPos = new Vector2i(fontSprite.SourceRect.x + 1, fontSprite.SourceRect.y + 1); RB.FontSetup(C.FONT_RETROBLIT_DROPSHADOW, '!', (char)((int)'~' + 8), fontPos, 0, new Vector2i(6, 7), ((int)'~' + 8) - (int)'!' + 1, 1, 1, false); RB.MusicSetup(C.MUSIC_MAIN_MENU, "Demos/RetroDungeoneer/Music/ReturnToNowhere"); RB.MusicSetup(C.MUSIC_GAME, "Demos/RetroDungeoneer/Music/DungeonAmbience"); RB.MusicSetup(C.MUSIC_DEATH, "Demos/RetroDungeoneer/Music/DeathPiano"); RB.MusicSetup(C.MUSIC_FOREST, "Demos/RetroDungeoneer/Music/ForestAmbience"); RB.SoundSetup(C.SOUND_MONSTER_DEATH, "Demos/RetroDungeoneer/Sounds/MonsterDeath"); RB.SoundSetup(C.SOUND_PLAYER_DEATH, "Demos/RetroDungeoneer/Sounds/PlayerDeath"); RB.SoundSetup(C.SOUND_FOOT_STEP, "Demos/RetroDungeoneer/Sounds/FootStep"); RB.SoundSetup(C.SOUND_MONSTER_ATTACK, "Demos/RetroDungeoneer/Sounds/MonsterAttack"); RB.SoundSetup(C.SOUND_PLAYER_ATTACK, "Demos/RetroDungeoneer/Sounds/PlayerAttack"); RB.SoundSetup(C.SOUND_INVENTORY, "Demos/RetroDungeoneer/Sounds/Inventory"); RB.SoundSetup(C.SOUND_DRINK, "Demos/RetroDungeoneer/Sounds/Drink"); RB.SoundSetup(C.SOUND_MENU_OPEN, "Demos/RetroDungeoneer/Sounds/MenuOpen"); RB.SoundSetup(C.SOUND_MENU_CLOSE, "Demos/RetroDungeoneer/Sounds/MenuClose"); RB.SoundSetup(C.SOUND_STAIRS, "Demos/RetroDungeoneer/Sounds/Stairs"); RB.SoundSetup(C.SOUND_POINTER_SELECT, "Demos/RetroDungeoneer/Sounds/PointerSelect"); RB.SoundSetup(C.SOUND_SELECT_OPTION, "Demos/RetroDungeoneer/Sounds/SelectOption"); RB.SoundSetup(C.SOUND_LEVEL_UP, "Demos/RetroDungeoneer/Sounds/LevelUp"); RB.SoundSetup(C.SOUND_FIREBALL, "Demos/RetroDungeoneer/Sounds/Fireball"); RB.SoundSetup(C.SOUND_LIGHTNING, "Demos/RetroDungeoneer/Sounds/Lightning"); RB.SoundSetup(C.SOUND_CONFUSE, "Demos/RetroDungeoneer/Sounds/Confuse"); RB.SoundSetup(C.SOUND_CHEAT, "Demos/RetroDungeoneer/Sounds/CheatMode"); RB.SoundSetup(C.SOUND_AGGRO1, "Demos/RetroDungeoneer/Sounds/Aggro1"); RB.SoundSetup(C.SOUND_AGGRO2, "Demos/RetroDungeoneer/Sounds/Aggro2"); RB.SoundSetup(C.SOUND_PLAYER_FALL_YELL, "Demos/RetroDungeoneer/Sounds/PlayerFallYell"); RB.SoundSetup(C.SOUND_PORTAL, "Demos/RetroDungeoneer/Sounds/Portal"); RB.SoundSetup(C.SOUND_JUMP, "Demos/RetroDungeoneer/Sounds/Jump"); RB.SoundSetup(C.SOUND_BOW_SHOOT, "Demos/RetroDungeoneer/Sounds/BowShoot"); RB.SoundSetup(C.SOUND_BOW_HIT, "Demos/RetroDungeoneer/Sounds/BowHit"); RB.SoundSetup(C.SOUND_WEB, "Demos/RetroDungeoneer/Sounds/Web"); RB.SoundSetup(C.SOUND_TELEPORT, "Demos/RetroDungeoneer/Sounds/Teleport"); RB.SoundSetup(C.SOUND_SLIME, "Demos/RetroDungeoneer/Sounds/Slime"); RB.ShaderSetup(C.SHADER_VIGNETTE, "Demos/RetroDungeoneer/DrawVignette"); RB.EffectSet(RB.Effect.Scanlines, 0.5f); EntityFunctions.Initialize(); S.InitializeAnims(); InitializeNewGame.InitializeConstants(); RenderFunctions.Initialize(); mSceneGame = new SceneGame(); mSceneMainMenu = new SceneMainMenu(); mSceneMessage = new SceneMessage(); // Generate tile grid, this is a one time operation, we can keep reusing the grid var gridColor = Color.white; for (int x = 0; x < RB.MapSize.width; x++) { for (int y = 0; y < RB.MapSize.height; y++) { RB.MapSpriteSet(C.LAYER_GRID, new Vector2i(x, y), S.GRID, gridColor); } } ChangeScene(SceneEnum.MAIN_MENU); // Collect any garbage created during initilization to avoid a performance hiccup later. System.GC.Collect(); return(true); }