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Game1.cs
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Game1.cs
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//-----------------------------------------------------------------------------
// Main Game Class. This basically just creates some Singletons and then
// hands off all other logic to them.
//
// __Defense Sample for Game Programming Algorithms and Techniques
// Copyright (C) Sanjay Madhav. All rights reserved.
//
// Released under the Microsoft Permissive License.
// See LICENSE.txt for full details.
//-----------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace defense
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
public Game1()
{
IsFixedTimeStep = false;
GraphicsManager.Get().Start(this);
if (DebugDefines.bShowWindowsMouseCursor)
{
IsMouseVisible = true;
}
else
{
IsMouseVisible = false;
}
Window.Title = "__Defense";
Content.RootDirectory = "Content";
}
/// <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()
{
GameState.Get().Start(this);
GameState.Get().SetState(eGameState.TitleScreen);
InputManager.Get().Start();
PhysicsManager.Get().Start(this);
Localization.Get().Start(GlobalDefines.DefaultLocFile);
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
GraphicsManager.Get().LoadContent();
SoundManager.Get().LoadContent(Content);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all 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">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
float fDeltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
if (fDeltaTime > 0.1f)
{
fDeltaTime = 0.1f;
}
// If the game doesn't have focus don't update anything
if (IsActive)
{
InputManager.Get().Update(fDeltaTime);
GameState.Get().Update(fDeltaTime);
}
base.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)
{
GraphicsManager.Get().Draw((float)gameTime.ElapsedGameTime.TotalSeconds);
base.Draw(gameTime);
}
}
}