using System;
using System.Collections.Generic;
using System.Linq;
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.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using DarkWynter.Engine.UserInterface;
using DarkWynter.EventSystem;
using System.Diagnostics;
namespace HUDDemo
{
///
/// This is the main type for your game
///
public class HUDDemoMain : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Viewport viewport;
Stopwatch stopwatch = new Stopwatch();
public static HUD hud;
int timerIndex;
int boopIndex;
string fileName = System.IO.Directory.GetCurrentDirectory();
public HUDDemoMain()
{
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()
{
// TODO: Add your initialization logic here
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);
// TODO: use this.Content to load your game content here
viewport = graphics.GraphicsDevice.Viewport;
fileName += "\\_xml\\HUD.xml";
hud = new HUD(this, spriteBatch, viewport, fileName);
//hud.Resize();
stopwatch.Start();
for (int x = 0; x < hud.textDisplays.Count; x++)
{
if (hud.textDisplays[x].name == "timerText")
{
timerIndex = x;
}
if (hud.textDisplays[x].name == "boop")
{
boopIndex = x;
}
}
for (int x = 0; x < hud.imageDisplays.Count; x++)
{
if (hud.imageDisplays[x].name == "boop")
{
boopIndex = x;
}
}
GameEventHandler.LoadEventsXml(this, "_xml\\EventSettings.xml");
}
///
/// 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();
int seconds = ((int)stopwatch.Elapsed.TotalSeconds) % 60;
int minutes = ((int)stopwatch.Elapsed.TotalSeconds) / 60;
string formatedSeconds = seconds.ToString();
if (seconds < 10)
{
formatedSeconds = "0" + seconds.ToString();
}
if (seconds == 3)
{
Console.Write(seconds.ToString());
GameEventHandler.CurrentGameConditions.triggerCoins = 1;
hud.imageDisplays[1].color = Color.Red;
}
string timing = minutes.ToString() + ":" + formatedSeconds;
hud.textDisplays[timerIndex].text = timing;
hud.imageDisplays[boopIndex]._rotation = (float)seconds * .1f;
hud.UpdateDialogue();
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
hud.Draw(gameTime);
base.Draw(gameTime);
}
}
}