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App.Sam.cs
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App.Sam.cs
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#if SAM
global using static LD54.Engine.Dev.EngineDebug;
namespace LD54;
using AsteroidGame.Scenes;
using Engine;
using Engine.Leviathan;
using Engine.Collision;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame;
public class App_Sam : Game
{
private readonly GraphicsDeviceManager graphics;
private SceneController sc;
private LeviathanEngine le;
private CollisionSystem cs;
#region PROTOTYPING_SUPPORT_RENDER
private SpriteBatch spriteBatch;
Texture2D boxTexture;
// Vector2 position
void SetupPrototyping()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
boxTexture = Content.Load<Texture2D>("Sprites/block");
}
void DrawPrototyping()
{
spriteBatch.Begin();
spriteBatch.Draw(boxTexture, new Vector2(0, 0), Color.White);
spriteBatch.End();
}
#endregion
public App_Sam()
{
this.graphics = new GraphicsDeviceManager(this);
// this.graphics.ToggleFullScreen();
this.graphics.PreferredBackBufferHeight = 1000;
this.graphics.PreferredBackBufferWidth = 1600;
this.Content.RootDirectory = "Content";
this.IsMouseVisible = true;
}
protected override void Initialize() {
le = new LeviathanEngine(this);
this.Components.Add(le);
this.Services.AddService(typeof(ILeviathanEngineService), le);
sc = new SceneController(this);
this.Components.Add(sc);
this.Services.AddService(typeof(ISceneControllerService), sc);
cs = new CollisionSystem(this);
this.Components.Add(cs);
this.Services.AddService(typeof(ICollisionSystemService), cs);
PrintLn("App: Game systems initialized.");
this.sc.AddScene(new SamScene(this));
PrintLn("App: Scenes loaded.");
this.sc.ChangeScene("SamScene");
PrintLn("App: Game scene started.");
// THESE base METHODS MUST ALWAYS COME LAST IN THE FUNCTION
base.Initialize();
}
protected override void LoadContent()
{
// TODO: GLOBAL LOAD CONTENT, USE THE GLOBAL CONTENT MANAGER CONTAINED IN GAME TO LOAD PERSISTENT CONTENT.
// The statement below demonstrates the global content manager
// this.Content.Load<>()
SetupPrototyping();
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
{
this.Exit();
}
// TODO: UPDATE OUR SERVICES HERE
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
this.GraphicsDevice.Clear(Color.CornflowerBlue);
base.Draw(gameTime);
}
}
#endif