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GameController.cs
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132 lines (110 loc) · 4.14 KB
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGameUI.Input;
using MonoGameUI.Base;
using MonoGameUI.Events;
namespace MonoGameUI
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class GameController : Game
{
#region Fields
protected GraphicsDeviceManager _graphics;
protected SpriteBatch _spriteBatch;
protected Rectangle _screenRectangle;
protected Scene _currentScene;
#endregion
#region Properties
public SpriteBatch SpriteBatch { get { return _spriteBatch; } }
public Rectangle ScreenRectangle { get { return _screenRectangle; } }
public InputListener InputListener { get; private set; }
public InputResponder InputResponder { get; private set; }
public Scene CurrentScene
{
get => _currentScene;
set
{
if (_currentScene != null)
_currentScene.Hide();
_currentScene = value;
_currentScene.Show();
}
}
#endregion
#region Constructors
public GameController()
{
_graphics = new GraphicsDeviceManager(this);
// set your screen size
//_screenRectangle = new Rectangle(originX, originY, width, height);
//_graphics.PreferredBackBufferWidth = _screenRectangle.Width;
//_graphics.PreferredBackBufferHeight = _screenRectangle.Height;
Content.RootDirectory = "Content";
IsMouseVisible = true;
var keyboard = new KeyboardListener();
var mouseSettings = new MouseListenerSettings
{
DoubleClickMilliseconds = 250
};
var mouse = new MouseListener(mouseSettings);
InputListener = new InputListener(this, keyboard, mouse);
InputResponder = new InputResponder(keyboard, mouse);
keyboard.KeyPressed += CheckForExit;
}
#endregion
#region Event Handling
private void CheckForExit(object sender, KeyboardEventArgs e)
{
if (e.Key == Keys.Escape) Exit();
}
#endregion
#region Initialization
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
base.Initialize();
_spriteBatch = new SpriteBatch(GraphicsDevice);
// Initialize your scenes and assign the CurrentScene here
}
/// LoadContent will be called once per game and is the place to load
/// all of your content.
protected override void LoadContent()
{
// load game-wide content such as fonts here
}
#endregion
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Time passed since the last call to Update.</param>
protected override void Update(GameTime gameTime)
{
InputListener.Update(gameTime);
CurrentScene?.Update(gameTime);
}
/// <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)
{
// clear the previous frame
GraphicsDevice.Clear(Color.Black);
CurrentScene?.Draw(gameTime);
}
}
}