130 lines
3.2 KiB
C#
130 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Metadata;
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using System.Text;
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using System.Threading.Tasks;
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using DangerousD.GameCore.Graphics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using ZoFo.GameCore.GUI;
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using static System.Collections.Specialized.BitVector32;
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namespace ZoFo.GameCore.GameManagers
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{
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public enum GameState { NotPlaying, HostPlaying, ClientPlaying }
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public class AppManager : Game
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{
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private GraphicsDeviceManager _graphics;
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private SpriteBatch _spriteBatch;
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public static AppManager Instance { get; private set; }
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public GameState gamestate;
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public AbstractGUI currentGUI;
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//public Client client;
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//public Server server;
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#region Managers
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public InputManager InputManager;
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public AnimationBuilder animationBuilder{get;set; }
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#endregion
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public AppManager()
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{
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_graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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Instance = this;
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InputManager = new InputManager();
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}
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protected override void Initialize()
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{
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base.Initialize();
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}
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protected override void LoadContent()
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{
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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}
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
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Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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InputManager.Update();
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//currentGUI.Update();
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switch (gamestate)
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{
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case GameState.NotPlaying:
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break;
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case GameState.HostPlaying:
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//server.Update(GameTime gameTime);
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//client.Update(GameTime gameTime);
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break;
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case GameState.ClientPlaying:
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//server.Update(GameTime gameTime);
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break;
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default:
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break;
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}
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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//currentGUI.Draw(_spriteBatch);
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switch (gamestate)
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{
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case GameState.ClientPlaying:
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case GameState.HostPlaying:
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//client.Draw(_spriteBatch);
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break;
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case GameState.NotPlaying:
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default:
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break;
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}
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base.Draw(gameTime);
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}
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public void ChangeState(GameState gameState)
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{
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this.gamestate = gameState;
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}
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public void SetGUI(AbstractGUI gui)
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{
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currentGUI = gui;
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//TODO
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}
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public void GameEnded(Dictionary<string, int> lootIGot)
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{
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//TODO
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}
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}
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}
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