/// <summary> /// The main entry point for the application. /// </summary> /// static void Main(string[] args) { using (Main game = new Main()) { game.Run(); } }
public Menu(Main game1) { this._game1 = game1; int width = (int)(Main.DefaultResWidth / 2f / Main.WidthRatio); int height = (int)(200 / Main.HeightRatio); int diff = (int)(40 / Main.HeightRatio); _first = new Vector2(width, height + (diff * 0)); _second = new Vector2(width, height + (diff * 1)); _third = new Vector2(width, height + (diff * 2)); _fourth = new Vector2(width, height + (diff * 3)); _fifth = new Vector2(width, height + (diff * 4)); background = ContentHelper.LoadTexture("Backgrounds/Main Menu/menu_background_temp"); _font32 = ContentHelper.LoadFont("Fonts/x32"); _font64 = ContentHelper.LoadFont("Fonts/x64"); _chooseLevel = new TextButton(_second, "Choose a Level"); _chooseLevel.MouseClicked += chooseLevel_MouseClicked; _buttons.Add(_chooseLevel); _quit = new TextButton(_fifth, "Quit"); _quit.MouseClicked += quit_MouseClicked; _buttons.Add(_quit); _options = new TextButton(_third, "Options"); _options.MouseClicked += options_MouseClicked; _buttons.Add(_options); _multiplayer = new TextButton(_fourth, "Multiplayer"); _multiplayer.MouseClicked += multiplayer_MouseClicked; _buttons.Add(_multiplayer); _storyMode = new TextButton(_first, "Story Mode"); _storyMode.MouseClicked += storyMode_MouseClicked; _buttons.Add(_storyMode); //smoothPixels = new Button(first, "Smooth Pixels: "); //smoothPixels.MouseClicked += smoothPixels_MouseClicked; //buttons.Add(smoothPixels); //lighting = new Button(second, "Lighting: "); //lighting.MouseClicked += lighting_MouseClicked; //buttons.Add(lighting); _fullscreen = new TextButton(_first, "Borderless Mode: "); _fullscreen.MouseClicked += fullscreen_MouseClicked; _fullscreen.IsActive = game1.GameData.Settings.IsFullscreen; _buttons.Add(_fullscreen); _backButton = new TextButton(_fifth, "Back"); _backButton.MouseClicked += backButton_MouseClicked; _buttons.Add(_backButton); //save1 = new Button(first, "Save 1"); //save1.MouseClicked += level1_MouseClicked; //buttons.Add(save1); //save2 = new Button(second, "Save 2"); //save2.MouseClicked += level2_MouseClicked; //buttons.Add(save2); //save3 = new Button(third, "Save 3"); //save3.MouseClicked += level3_MouseClicked; //buttons.Add(save3); _hostGame = new TextButton(_first, "Host Game"); _hostGame.MouseClicked += hostGame_MouseClicked; _buttons.Add(_hostGame); _joinGame = new TextButton(_second, "Join Game"); _joinGame.MouseClicked += joinGame_MouseClicked; _buttons.Add(_joinGame); _startMultiplayerGame = new TextButton(_third, "Start Game"); _startMultiplayerGame.MouseClicked += StartMultiplayerGame_MouseClicked; _buttons.Add(_startMultiplayerGame); _levelSelection = new LevelSelection(); }
public Main() { _instance = this; // Get the current monitor resolution and set it as the game's resolution var monitorRes = new Vector2(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height); #pragma warning disable 0162 // ReSharper disable once ConditionIsAlwaysTrueOrFalse if (IsTestingMultiplayer) { UserResWidth = 960; UserResHeight = 540; } else { UserResWidth = (int)monitorRes.X; UserResHeight = (int)monitorRes.Y; } #pragma warning restore 0162 WidthRatio = (DefaultResWidth / (double)UserResWidth); HeightRatio = (DefaultResHeight / (double)UserResHeight); // Important services that need to be instanstiated before other things. _graphics = new GraphicsDeviceManager(this); Content = new ContentManager(Services, "Content"); GameData = new GameDataManager(); // Sets the current screen resolution to the user resolution. _graphics.PreferredBackBufferWidth = UserResWidth; _graphics.PreferredBackBufferHeight = UserResHeight; // Change game settings here. _graphics.SynchronizeWithVerticalRetrace = true; _graphics.PreferMultiSampling = false; IsFixedTimeStep = true; _graphics.IsFullScreen = GameData.Settings.IsFullscreen; // Set window to borderless. var hWnd = Window.Handle; var control = Control.FromHandle(hWnd); var form = control.FindForm(); #pragma warning disable // ReSharper disable once ConditionIsAlwaysTrueOrFalse if (IsTestingMultiplayer) { form.WindowState = FormWindowState.Normal; } else { // ReSharper disable once PossibleNullReferenceException form.FormBorderStyle = FormBorderStyle.None; form.WindowState = FormWindowState.Maximized; } #pragma warning restore //MediaPlayer Settings MediaPlayer.Volume = MaxVolume; Thread.CurrentThread.Priority = ThreadPriority.Highest; }
public void Update(Main game1, GameTime gameTime, Settings settings) { this._gameTime = gameTime; switch (CurrentMenuState) { case MenuState.Main: _chooseLevel.Update(); _quit.Update(); _options.Update(); _multiplayer.Update(); _storyMode.Update(); break; case MenuState.LevelSelector: _levelSelection.Update(); break; case MenuState.Options: //smoothPixels.Text = "Smooth Pixels: " + smoothPixels.IsActive; //lighting.Text = "Lighting: " + lighting.IsActive; _fullscreen.Text = "Borderless Mode: " + !_fullscreen.IsActive; //smoothPixels.Update(); //lighting.Update(); _fullscreen.Update(); _backButton.Update(); break; case MenuState.HostJoin: _hostGame.Update(); _joinGame.Update(); _backButton.Update(); break; case MenuState.MultiplayerSession: _startMultiplayerGame.Update(); break; } if (game1.CurrentGameState == GameState.MainMenu) SoundtrackManager.PlayMainTheme(); }
public void Update(Main game1, Player.Player player, GameWorld map, bool isOnDebug) { if (!isOnDebug) { _textString = ""; IsWritingCommand = false; map.IsOnDebug = false; return; } if (!IsWritingCommand) { map.IsOnDebug = false; if (Keyboard.GetState().IsKeyDown(Keys.LeftControl) && Keyboard.GetState().IsKeyDown(Keys.LeftShift) && Keyboard.GetState().IsKeyDown(Keys.C)) { IsWritingCommand = true; _textString = ""; return; } else return; } else { map.IsOnDebug = true; } if (Keyboard.GetState().IsKeyDown(Keys.LeftControl) && Keyboard.GetState().IsKeyDown(Keys.LeftShift) && Keyboard.GetState().IsKeyDown(Keys.C)) { _textString = ""; } if (_textString == "No command found" && Keyboard.GetState().IsKeyDown(Keys.Back)) _textString = ""; this._game1 = game1; this._player = player; _oldKeyboardState = _currentKeyboardState; _currentKeyboardState = Keyboard.GetState(); InputHelper.TryLinkToKeyboardInput(ref _textString, _currentKeyboardState, _oldKeyboardState); if (InputHelper.IsKeyDown(Keys.Enter) &&!_definitionFound) { AnalyzeText(); } }