using System; using System.Collections.Generic; 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.Net; using Microsoft.Xna.Framework.Storage; namespace Peanuts { /// /// This is the main type for your game /// public class PeanutsGame : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private PeanutsModel model; private PeanutsView view; private PeanutsControl controller; private Texture2D uniformTexture; private SpriteFont font; private ICollection keysDown; private ICollection keysToCheck; public PeanutsGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// /// 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. /// protected override void Initialize() { // set up view and projection for camera beyond bottom (y = 1.0) edge of playfield // and a little above the field (should really ask the model about its size instead // of hard-coding this) Matrix viewMatrix = Matrix.CreateLookAt(new Vector3(0.5f, 3.0f, -2.0f), new Vector3(0.5f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f)); float aspect = (float)Window.ClientBounds.Width / (float)Window.ClientBounds.Height; // set up perspective projection with 45 degree field of view and enough depth // to get everything in our scene Matrix projectionMatrix = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 6, aspect, 0.1f, 10.0f); // set up effect with the above view and projection, and with directional light aimed from over // player's right shoulder BasicEffect effect = new BasicEffect(GraphicsDevice, null); effect.World = Matrix.Identity; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.VertexColorEnabled = true; effect.LightingEnabled = true; effect.DirectionalLight0.Enabled = true; Vector3 lightDir = new Vector3(1.0f, -1.0f, 1.0f); lightDir.Normalize(); effect.DirectionalLight0.Direction = lightDir; effect.DirectionalLight0.DiffuseColor = new Vector3(1.0f, 1.0f, 1.0f); effect.DirectionalLight0.SpecularColor = new Vector3(1.0f, 1.0f, 1.0f); model = new PeanutsModel(); view = new PeanutsView(model, effect, GraphicsDevice); controller = new PeanutsControl(); // set up event handling controller.Climb += new PeanutsControl.ClimbHandler(model.ClimbPlayer); keysDown = new HashSet(); keysToCheck = new HashSet(); keysToCheck.Add(Keys.Space); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); uniformTexture = Content.Load("blank"); font = Content.Load("Arial"); view.SetFont(font); } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // check keys that we always care about the state of KeyboardState kb = Keyboard.GetState(); int dx = 0; int dy = 0; if (kb.IsKeyDown(Keys.Up)) { dy = -1; } if (kb.IsKeyDown(Keys.Down)) { dy = 1; } if (kb.IsKeyDown(Keys.Left)) { dx = -1; } if (kb.IsKeyDown(Keys.Right)) { dx = 1; } model.MovePlayer(dx, dy); // check keys that we only care about when they are first pressed foreach (Keys k in keysToCheck) { if (kb.IsKeyDown(k)) { if (!keysDown.Contains(k)) { // key is down, wasn't down before keysDown.Add(k); controller.keyPressed(k); } } } // update the keys that are down ICollection upKeys = new HashSet(); foreach (Keys k in keysDown) { if (kb.IsKeyUp(k)) { upKeys.Add(k); // controller.keyReleased(k); } } foreach (Keys k in upKeys) { keysDown.Remove(k); } // update the model model.Update(); base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); view.Draw(); base.Draw(gameTime); } } }