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MLEM/Sandbox/GameImpl.cs

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3 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Cameras;
using MLEM.Extended.Extensions;
using MLEM.Extended.Tiled;
using MLEM.Font;
using MLEM.Misc;
using MLEM.Startup;
using MLEM.Textures;
using MLEM.Ui;
using MLEM.Ui.Elements;
using MLEM.Ui.Style;
using MonoGame.Extended.Tiled;
namespace Sandbox {
public class GameImpl : MlemGame {
private Camera camera;
private TiledMap map;
private IndividualTiledMapRenderer mapRenderer;
private ProgressBar progress;
public GameImpl() {
this.IsMouseVisible = true;
}
protected override void LoadContent() {
base.LoadContent();
this.map = LoadContent<TiledMap>("Tiled/Map");
this.mapRenderer = new IndividualTiledMapRenderer(this.map);
this.camera = new Camera(this.GraphicsDevice) {
AutoScaleWithScreen = true,
Scale = 2,
LookingPosition = new Vector2(25, 25) * this.map.GetTileSize()
};
var tex = LoadContent<Texture2D>("Textures/Test");
this.UiSystem.Style = new UntexturedStyle(this.SpriteBatch) {
Font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont")),
TextScale = 0.1F,
PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4)
};
this.UiSystem.AutoScaleReferenceSize = new Point(1280, 720);
this.UiSystem.AutoScaleWithScreen = true;
this.UiSystem.GlobalScale = 5;
var root = new Panel(Anchor.Center, new Vector2(50, 50), Vector2.Zero);
this.UiSystem.Add("Root", root);
var group = root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 10)));
group.AddChild(new Button(Anchor.AutoLeft, Vector2.One, "Test text"));
this.progress = new ProgressBar(Anchor.Center, new Vector2(0.8F, 0.5F), Direction2.Down, 1) {
HasCustomStyle = true,
Texture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
Color = Color.White,
ProgressTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4),
ProgressColor = Color.White
};
this.UiSystem.Add("Progress", this.progress);
}
protected override void Update(GameTime gameTime) {
base.Update(gameTime);
this.progress.CurrentValue = (float) (Math.Sin(gameTime.TotalGameTime.TotalSeconds/2) + 1) / 2;
}
protected override void DoDraw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black);
this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, this.camera.ViewMatrix);
this.mapRenderer.Draw(this.SpriteBatch, this.camera.GetVisibleRectangle());
this.SpriteBatch.End();
base.DoDraw(gameTime);
}
}
}