Files
CollectorMono/Collector/Main.cs

110 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using Collector.Character;
using Collector.Dimension;
using Collector.UI;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.ViewportAdapters;
using Myra;
using Myra.Graphics2D.UI;
namespace Collector
{
public class Main : Game
{
private SpriteBatch _spriteBatch;
private InputController _inputController;
private Player Player1 { get; set; }
private PlayerMouse _playerMouse;
private OrthographicCamera _cam;
private int _virtualWidth;
private int _virtualHeight;
private readonly Desktop _desktop;
private Gui _gui;
private World _world;
private WorldRenderer WorldRenderer { get; set; }
public static Dictionary<Blocks, Texture2D> Materials { get; } = new Dictionary<Blocks, Texture2D>();
public Main()
{
_desktop = new Desktop();
var graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
IsFixedTimeStep = true;
graphics.PreferMultiSampling = true;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
_gui = new Gui(_desktop);
base.Initialize();
foreach (Blocks name in Enum.GetValues(typeof(Blocks)))
{
Materials.Add(name, Content.Load<Texture2D>(name.ToString()));
}
_virtualWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
_virtualHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, _virtualWidth, _virtualHeight);
_world = new World();
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);
WorldRenderer = new WorldRenderer(_playerMouse, _inputController, _spriteBatch, this);
}
protected override void LoadContent()
{
base.LoadContent();
MyraEnvironment.Game = this;
_gui.LoadGUI();
}
protected override void Update(GameTime gameTime)
{
// TODO: Add your update logic here/*
base.Update(gameTime);
_world.LoadChunks();
_world.UnloadChunks();
_gui.Update();
}
public void Quit()
{
Exit();
}
protected override void Draw(GameTime gameTime)
{
// 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);
_playerMouse.Draw();
WorldRenderer.Draw(gameTime);
_spriteBatch.End();
_gui.Render();
}
}
}