Added a rudimentary Inventory

This commit is contained in:
2020-06-30 13:17:50 -06:00
parent ead3b84728
commit a98b44b7bd
3 changed files with 87 additions and 29 deletions

View File

@@ -16,15 +16,14 @@ namespace Collector
{
public class Main : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private InputController _inputController;
private Player _player;
private Player Player1 { get; set; }
private PlayerMouse _playerMouse;
private static OrthographicCamera _cam;
private static int _virtualWidth;
private static int _virtualHeight;
private Desktop _desktop;
private OrthographicCamera _cam;
private int _virtualWidth;
private int _virtualHeight;
private readonly Desktop _desktop;
private Gui _gui;
private World _world;
private WorldRenderer WorldRenderer { get; set; }
@@ -33,12 +32,13 @@ namespace Collector
public Main()
{
_graphics = new GraphicsDeviceManager(this);
_desktop = new Desktop();
var graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
IsFixedTimeStep = true;
_graphics.PreferMultiSampling = true;
graphics.PreferMultiSampling = true;
}
protected override void Initialize()
@@ -48,9 +48,9 @@ namespace Collector
base.Initialize();
foreach (Blocks name in Enum.GetValues(typeof(Blocks)))
foreach (Blocks name in Enum.GetValues(typeof(Blocks)))
{
Materials.Add(name,Content.Load<Texture2D>(name.ToString()));
Materials.Add(name, Content.Load<Texture2D>(name.ToString()));
}
_virtualWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
@@ -58,14 +58,14 @@ namespace Collector
var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, _virtualWidth, _virtualHeight);
_world = new World();
_player = new Player(0, 0);
Player1 = new Player(0, 0);
_cam = new OrthographicCamera(viewportAdapter);
_cam.LookAt(new Vector2(Player.X, Player.Y));
_cam.Zoom = IRestrictions.Zoom;
_spriteBatch = new SpriteBatch(GraphicsDevice);
_playerMouse = new PlayerMouse(Content, _spriteBatch, _cam);
_inputController = new InputController(_cam, _spriteBatch, Content,this);
_inputController = new InputController(_cam, _spriteBatch, Content, this);
WorldRenderer = new WorldRenderer(_playerMouse, _inputController, _spriteBatch, this);
}
@@ -87,18 +87,20 @@ namespace Collector
_gui.Update();
}
public void Quit(Game main)
public void Quit()
{
Exit();
}
protected override void Draw(GameTime gameTime)
{// TODO: Add your drawing code here
{
// TODO: Add your drawing code here
var transformMatrix = _cam.GetViewMatrix();
base.Draw(gameTime);
GraphicsDevice.Clear(Color.CornflowerBlue);
//Turn on Anti-aliasing by changing SamplerState.PointClamp
_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, transformMatrix: transformMatrix);
_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp,
DepthStencilState.None, RasterizerState.CullNone, transformMatrix: transformMatrix);
_playerMouse.Draw();
WorldRenderer.Draw(gameTime);
_spriteBatch.End();