Exemplo n.º 1
0
        /// <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>
        public void Update(GameTime gameTime)
        {
            // Get input from the player
            inputController.Update();
            // screencaps
            if (inputController.ScreenCap.JustPressed)
            {
                Draw(gameTime);
                Texture2D texture = new Texture2D(graphicsDevice, GraphicsConstants.VIEWPORT_WIDTH, GraphicsConstants.VIEWPORT_HEIGHT);
                Color[] data = new Color[texture.Width * texture.Height];
                graphicsDevice.GetBackBufferData<Color>(data);
                texture.SetData<Color>(data);
                Stream stream = File.OpenWrite("output.png");
                texture.SaveAsPng(stream, texture.Width, texture.Height);
                stream.Dispose();
                texture.Dispose();
            }

            if (currentContext.Exit || currentContext.NextContext != null)
            {
                targetOverlayAlpha = 1;
                if (currentOverlayAlpha == 1)
                {
                    //audioPlayer.StopSong();
                    if (currentContext.Exit)
                        exitGame = true;
                    else if (!asyncStarted)
                    {
                        asyncStarted = true;
                        asyncFinished = false;
                        InitializeContextComponents(currentContext.NextContext);
                        asyncFinished = true;
                    }
                    if (asyncStarted && asyncFinished)
                    {
                        //Thread.Sleep(1000);
                        asyncStarted = false;
                        targetOverlayAlpha = 0;
                        currentContext.Dispose();
                        currentContext = currentContext.NextContext;
                    }
                }
            }
            else
            {
                currentContext.Update(gameTime);
            }

            currentOverlayAlpha = MathHelper.Lerp(currentOverlayAlpha, targetOverlayAlpha, currentContext.FadeMultiplier);
            //Console.WriteLine(Math.Abs(currentOverlayAlpha - targetOverlayAlpha));
            if (Math.Abs(currentOverlayAlpha - targetOverlayAlpha) < 0.001f || inputController.Zoom.Pressed)
                currentOverlayAlpha = targetOverlayAlpha;
        }
Exemplo n.º 2
0
 void InitializeContextComponents(GameContext gameContext)
 {
     if (gameContext == null)
         return;
     gameContext.AssetManager = assets;
     gameContext.AudioPlayer = audioPlayer;
     gameContext.Canvas = canvas;
     gameContext.DataCenter = fileManager;
     gameContext.InputController = inputController;
     gameContext.Initialize();
 }
Exemplo n.º 3
0
        /// <summary>
        /// Should be called in load content.
        /// </summary>
        public void Initialize(GameContext initialContext)
        {
            canvas = new Canvas(graphics, graphicsDevice);
            #if DEBUG
            canvas.DebugMode = true;
            #else
            canvas.DebugMode = false;
            #endif
            // Initialize audio player.
            audioPlayer = new AudioPlayer();
            assets = new AssetManager();
            exitGame = false;

            //launch initialize asynchronously
            //ThreadPool.QueueUserWorkItem(new WaitCallback(InitializeNextContext));
            asyncFinished = true;
            /*Thread t = new Thread(new ThreadStart(InitializeNextContext));
            t.IsBackground = true;
            t.Start();*/

            // load all content
            assets.LoadContent(content, graphicsDevice);
            canvas.LoadContent(assets);
            inputController = new InputController(assets);
            fileManager = new DataCenter(assets);
            InitializeContextComponents(initialContext);
            currentContext = initialContext;

            inputController.Update();

            currentOverlayAlpha = 0;
        }