83 lines
3.1 KiB
C#
83 lines
3.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using Collector.Character;
|
|
using Collector.Dimension;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using Microsoft.Xna.Framework.Input;
|
|
using MonoGame.Extended;
|
|
using MonoGame.Extended.ViewportAdapters;
|
|
|
|
namespace Collector
|
|
{
|
|
public class Main : Game
|
|
{
|
|
private GraphicsDeviceManager _graphics;
|
|
private SpriteBatch _spriteBatch;
|
|
private InputController _inputController;
|
|
private Player _player;
|
|
private PlayerMouse _playerMouse;
|
|
private static OrthographicCamera _cam;
|
|
private static int _virtualWidth;
|
|
private static int _virtualHeight;
|
|
private WorldRenderer WorldRenderer { get; set; }
|
|
public static Dictionary<Blocks, Texture2D> Materials { get; } = new Dictionary<Blocks, Texture2D>();
|
|
|
|
|
|
public Main()
|
|
{
|
|
_graphics = new GraphicsDeviceManager(this);
|
|
Content.RootDirectory = "Content";
|
|
|
|
IsMouseVisible = true;
|
|
IsFixedTimeStep = true;
|
|
_graphics.PreferMultiSampling = true;
|
|
}
|
|
|
|
protected override void Initialize()
|
|
{
|
|
// TODO: Add your initialization logic here
|
|
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);
|
|
_player = 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);
|
|
WorldRenderer = new WorldRenderer(_playerMouse, _inputController, _spriteBatch, this);
|
|
}
|
|
|
|
protected override void Update(GameTime gameTime)
|
|
{
|
|
// TODO: Add your update logic here/*
|
|
base.Update(gameTime);
|
|
World.LoadChunks();
|
|
World.UnloadChunks();
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
} |