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); } } }