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Core.cs
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using System;
using System.Diagnostics;
using SFML.Graphics;
using SFML.Window;
namespace Game
{
public class Core
{
private enum GameState
{
Menu,
Game,
Closing
};
// game components
private Settings settings;
private GameWorld gameWorld;
private Player player;
private InputState inputState;
private GameState gameState = GameState.Menu;
// misc components
private RenderWindow window;
private View view;
private Stopwatch stopwatch;
private Font font;
private Text GUIText;
public void Run()
{
Init();
float lastTime = 0f;
float currentTime = 0f;
while (window.IsOpen())
{
currentTime = stopwatch.ElapsedMilliseconds;
float deltaTime = currentTime - lastTime;
lastTime = currentTime;
window.DispatchEvents();
switch (gameState)
{
case GameState.Closing:
window.Close();
break;
case GameState.Menu:
// no menu implemented
gameState = GameState.Game;
break;
case GameState.Game:
player.Update(deltaTime, inputState, gameWorld);
UpdateView();
gameWorld.Update(deltaTime, window, player);
gameWorld.Draw(window, player);
DrawGUI();
break;
}
if (!window.IsOpen())
break;
window.Display();
window.Clear(Color.Black);
}
}
private void Init()
{
settings = new Settings("settings.ini");
gameWorld = new GameWorld();
player = new Player(HardcodedCreatureTypes.Player, Player.StartPos);
inputState = new InputState();
gameState = GameState.Menu;
window = new RenderWindow(
new VideoMode(settings.WindowSize.X, settings.WindowSize.Y),
"Game",
settings.Fullscreen ? Styles.Fullscreen : Styles.Default
);
window.SetVerticalSyncEnabled(true);
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
window.KeyReleased += new EventHandler<KeyEventArgs>(OnKeyReleased);
window.MouseMoved += new EventHandler<MouseMoveEventArgs>(OnMouseMoved);
window.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(OnMouseButtonPressed);
window.MouseButtonReleased += new EventHandler<MouseButtonEventArgs>(OnMouseButtonReleased);
view = new View(new Vector2f(0f, 0f), new Vector2f(settings.WindowSize.X, settings.WindowSize.Y));
view.Zoom(1f / (settings.WindowSize.X / 2000f));
stopwatch = new Stopwatch();
stopwatch.Start();
font = new Font("Data/Fonts/arial.ttf");
GUIText = new Text();
}
private void OnClosed(object obj, EventArgs e)
{
gameState = GameState.Closing;
}
private void OnKeyPressed(object obj, KeyEventArgs e)
{
if (e.Code == Keyboard.Key.Escape)
gameState = GameState.Closing;
if (e.Code == Keyboard.Key.P)
RestartGame();
int keyCode = (int)e.Code;
if (keyCode >= 0 && keyCode < (int)Keyboard.Key.KeyCount)
inputState.IsKeyPressed[keyCode] = true;
}
private void OnKeyReleased(object obj, KeyEventArgs e)
{
int keyCode = (int)e.Code;
if (keyCode >= 0 && keyCode < (int)Keyboard.Key.KeyCount)
inputState.IsKeyPressed[keyCode] = false;
}
private void OnMouseMoved(object obj, MouseMoveEventArgs e)
{
inputState.MousePosition = new Vector2f(e.X, e.Y);
inputState.MousePositionFromCenter = new Vector2f(inputState.MousePosition.X - settings.WindowSize.X / 2,
inputState.MousePosition.Y - settings.WindowSize.Y / 2);
}
private void OnMouseButtonPressed(object obj, MouseButtonEventArgs e)
{
if (e.Button == Mouse.Button.Left)
inputState.IsLMBPressed = true;
}
private void OnMouseButtonReleased(object obj, MouseButtonEventArgs e)
{
if (e.Button == Mouse.Button.Left)
inputState.IsLMBPressed = false;
}
private void UpdateView()
{
var tmp = new Vector2f(player.Position.X, player.Position.Y);
tmp.X += inputState.MousePositionFromCenter.X / settings.WindowSize.X * 100f;
tmp.Y += inputState.MousePositionFromCenter.Y / settings.WindowSize.Y * 100f;
view.Center = tmp;
window.SetView(view);
}
private void DrawGUI()
{
GUIText.Font = font;
GUIText.Position = new Vector2f(20f, 20f);
GUIText.Scale = new Vector2f(0.5f, 0.5f);
GUIText.DisplayedString = "Health: " + player.Health + " / " +
HardcodedCreatureTypes.Player.MaxHealth + " Score: " +
player.Score + (player.Dead ? " You are dead. Press P to restart." : "");
GUIText.Color = Color.White;
window.Draw(GUIText);
}
private void RestartGame()
{
player.Resurrect();
gameWorld.Restart();
}
}
}