DangerousD/DangerousD/GameCore/Managers/AppManager.cs
2023-08-15 13:40:45 +03:00

124 lines
3.8 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using System;
using System.Collections.Generic;
using System.Text;
using DangerousD.GameCore.GUI;
using Microsoft.Xna.Framework.Input;
using DangerousD.GameCore.Graphics;
namespace DangerousD.GameCore
{
public enum GameState { Menu, Options, Lobby, Game }
public class AppManager : Game
{
public static AppManager Instance { get; private set; }
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
GameState gameState;
IDrawableObject MenuGUI;
IDrawableObject OptionsGUI;
IDrawableObject LobbyGUI;
public GameManager GameManager { get; private set; }
public AnimationBuilder AnimationBuilder { get; private set; } = new AnimationBuilder();
public AppManager()
{
Instance = this;
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
TargetElapsedTime = TimeSpan.FromMilliseconds(1000 / 30);
GameManager = new GameManager();
gameState = GameState.Menu;
MenuGUI = new MenuGUI();
}
protected override void Initialize()
{
MenuGUI.Initialize(GraphicsDevice);
AnimationBuilder.LoadAnimations();
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
MenuGUI.LoadContent();
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
switch (gameState)
{
case GameState.Menu:
MenuGUI.Update(gameTime);
break;
case GameState.Options:
OptionsGUI.Update(gameTime);
break;
case GameState.Lobby:
LobbyGUI.Update(gameTime);
break;
case GameState.Game:
GameManager.Update(gameTime);
break;
default:
break;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
switch (gameState)
{
case GameState.Menu:
MenuGUI.Draw(_spriteBatch);
break;
case GameState.Options:
OptionsGUI.Draw(_spriteBatch);
break;
case GameState.Lobby:
LobbyGUI.Draw(_spriteBatch);
break;
case GameState.Game:
_spriteBatch.Begin();
GameManager.Draw(_spriteBatch);
_spriteBatch.End();
break;
default:
break;
}
base.Draw(gameTime);
}
public void ChangeGameState(GameState gameState)
{
this.gameState = gameState;
switch (this.gameState)
{
case GameState.Menu:
break;
case GameState.Options:
break;
case GameState.Lobby:
break;
case GameState.Game:
GameManager.mapManager.LoadLevel("");
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}