diff --git a/axios/ScreenSystem/Button.cs b/axios/ScreenSystem/Button.cs new file mode 100644 index 0000000..1cd60d7 --- /dev/null +++ b/axios/ScreenSystem/Button.cs @@ -0,0 +1,191 @@ +#region File Description +//----------------------------------------------------------------------------- +// Button.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +using System; +using GameStateManagement; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace GameStateManagement +{ + /// + /// A special button that handles toggling between "On" and "Off" + /// + class BooleanButton : Button + { + private string option; + private bool value; + + /// + /// Creates a new BooleanButton. + /// + /// The string text to display for the option. + /// The initial value of the button. + public BooleanButton(string option, bool value) + : base(option) + { + this.option = option; + this.value = value; + + GenerateText(); + } + + protected override void OnTapped() + { + // When tapped we need to toggle the value and regenerate the text + value = !value; + GenerateText(); + + base.OnTapped(); + } + + /// + /// Helper that generates the actual Text value the base class uses for drawing. + /// + private void GenerateText() + { + Text = string.Format("{0}: {1}", option, value ? "On" : "Off"); + } + } + + /// + /// Represents a touchable button. + /// + class Button + { + /// + /// The text displayed in the button. + /// + public string Text = "Button"; + + /// + /// The position of the top-left corner of the button. + /// + public Vector2 Position = Vector2.Zero; + + /// + /// The size of the button. + /// + public Vector2 Size = new Vector2(250, 75); + + /// + /// The thickness of the border drawn for the button. + /// + public int BorderThickness = 4; + + /// + /// The color of the button border. + /// + public Color BorderColor = new Color(200, 200, 200); + + /// + /// The color of the button background. + /// + public Color FillColor = new Color(100, 100, 100) * .75f; + + /// + /// The color of the text. + /// + public Color TextColor = Color.White; + + /// + /// The opacity of the button. + /// + public float Alpha = 0f; + + /// + /// Invoked when the button is tapped. + /// + public event EventHandler Tapped; + + /// + /// Creates a new Button. + /// + /// The text to display in the button. + public Button(string text) + { + Text = text; + } + + /// + /// Invokes the Tapped event and allows subclasses to perform actions when tapped. + /// + protected virtual void OnTapped() + { + if (Tapped != null) + Tapped(this, EventArgs.Empty); + } + + /// + /// Passes a tap location to the button for handling. + /// + /// The location of the tap. + /// True if the button was tapped, false otherwise. + public bool HandleTap(Vector2 tap) + { + if (tap.X >= Position.X && + tap.Y >= Position.Y && + tap.X <= Position.X + Size.X && + tap.Y <= Position.Y + Size.Y) + { + OnTapped(); + return true; + } + + return false; + } + + /// + /// Draws the button + /// + /// The screen drawing the button + public void Draw(GameScreen screen) + { + // Grab some common items from the ScreenManager + SpriteBatch spriteBatch = screen.ScreenManager.SpriteBatch; + SpriteFont font = screen.ScreenManager.Font; + Texture2D blank = screen.ScreenManager.BlankTexture; + + // Compute the button's rectangle + Rectangle r = new Rectangle( + (int)Position.X, + (int)Position.Y, + (int)Size.X, + (int)Size.Y); + + // Fill the button + spriteBatch.Draw(blank, r, FillColor * Alpha); + + // Draw the border + spriteBatch.Draw( + blank, + new Rectangle(r.Left, r.Top, r.Width, BorderThickness), + BorderColor * Alpha); + spriteBatch.Draw( + blank, + new Rectangle(r.Left, r.Top, BorderThickness, r.Height), + BorderColor * Alpha); + spriteBatch.Draw( + blank, + new Rectangle(r.Right - BorderThickness, r.Top, BorderThickness, r.Height), + BorderColor * Alpha); + spriteBatch.Draw( + blank, + new Rectangle(r.Left, r.Bottom - BorderThickness, r.Width, BorderThickness), + BorderColor * Alpha); + + // Draw the text centered in the button + Vector2 textSize = font.MeasureString(Text); + Vector2 textPosition = new Vector2(r.Center.X, r.Center.Y) - textSize / 2f; + textPosition.X = (int)textPosition.X; + textPosition.Y = (int)textPosition.Y; + spriteBatch.DrawString(font, Text, textPosition, TextColor * Alpha); + } + } +} diff --git a/axios/ScreenSystem/GameplayScreen.cs b/axios/ScreenSystem/GameplayScreen.cs new file mode 100644 index 0000000..a2be8be --- /dev/null +++ b/axios/ScreenSystem/GameplayScreen.cs @@ -0,0 +1,265 @@ +#region File Description +//----------------------------------------------------------------------------- +// GameplayScreen.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +#region Using Statements +using System; +using System.Threading; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using GameStateManagement; +#endregion + +namespace GameStateManagementSample +{ + /// + /// This screen implements the actual game logic. It is just a + /// placeholder to get the idea across: you'll probably want to + /// put some more interesting gameplay in here! + /// + class GameplayScreen : GameScreen + { + #region Fields + + ContentManager content; + SpriteFont gameFont; + + Vector2 playerPosition = new Vector2(100, 100); + Vector2 enemyPosition = new Vector2(100, 100); + + Random random = new Random(); + + float pauseAlpha; + + InputAction pauseAction; + + #endregion + + #region Initialization + + + /// + /// Constructor. + /// + public GameplayScreen() + { + TransitionOnTime = TimeSpan.FromSeconds(1.5); + TransitionOffTime = TimeSpan.FromSeconds(0.5); + + pauseAction = new InputAction( + new Buttons[] { Buttons.Start, Buttons.Back }, + new Keys[] { Keys.Escape }, + true); + } + + + /// + /// Load graphics content for the game. + /// + public override void Activate(bool instancePreserved) + { + if (!instancePreserved) + { + if (content == null) + content = new ContentManager(ScreenManager.Game.Services, "Content"); + + gameFont = content.Load("gamefont"); + + // A real game would probably have more content than this sample, so + // it would take longer to load. We simulate that by delaying for a + // while, giving you a chance to admire the beautiful loading screen. + Thread.Sleep(1000); + + // once the load has finished, we use ResetElapsedTime to tell the game's + // timing mechanism that we have just finished a very long frame, and that + // it should not try to catch up. + ScreenManager.Game.ResetElapsedTime(); + } + +#if WINDOWS_PHONE + if (Microsoft.Phone.Shell.PhoneApplicationService.Current.State.ContainsKey("PlayerPosition")) + { + playerPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["PlayerPosition"]; + enemyPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["EnemyPosition"]; + } +#endif + } + + + public override void Deactivate() + { +#if WINDOWS_PHONE + Microsoft.Phone.Shell.PhoneApplicationService.Current.State["PlayerPosition"] = playerPosition; + Microsoft.Phone.Shell.PhoneApplicationService.Current.State["EnemyPosition"] = enemyPosition; +#endif + + base.Deactivate(); + } + + + /// + /// Unload graphics content used by the game. + /// + public override void Unload() + { + content.Unload(); + +#if WINDOWS_PHONE + Microsoft.Phone.Shell.PhoneApplicationService.Current.State.Remove("PlayerPosition"); + Microsoft.Phone.Shell.PhoneApplicationService.Current.State.Remove("EnemyPosition"); +#endif + } + + + #endregion + + #region Update and Draw + + + /// + /// Updates the state of the game. This method checks the GameScreen.IsActive + /// property, so the game will stop updating when the pause menu is active, + /// or if you tab away to a different application. + /// + public override void Update(GameTime gameTime, bool otherScreenHasFocus, + bool coveredByOtherScreen) + { + base.Update(gameTime, otherScreenHasFocus, false); + + // Gradually fade in or out depending on whether we are covered by the pause screen. + if (coveredByOtherScreen) + pauseAlpha = Math.Min(pauseAlpha + 1f / 32, 1); + else + pauseAlpha = Math.Max(pauseAlpha - 1f / 32, 0); + + if (IsActive) + { + // Apply some random jitter to make the enemy move around. + const float randomization = 10; + + enemyPosition.X += (float)(random.NextDouble() - 0.5) * randomization; + enemyPosition.Y += (float)(random.NextDouble() - 0.5) * randomization; + + // Apply a stabilizing force to stop the enemy moving off the screen. + Vector2 targetPosition = new Vector2( + ScreenManager.GraphicsDevice.Viewport.Width / 2 - gameFont.MeasureString("Insert Gameplay Here").X / 2, + 200); + + enemyPosition = Vector2.Lerp(enemyPosition, targetPosition, 0.05f); + + // TODO: this game isn't very fun! You could probably improve + // it by inserting something more interesting in this space :-) + } + } + + + /// + /// Lets the game respond to player input. Unlike the Update method, + /// this will only be called when the gameplay screen is active. + /// + public override void HandleInput(GameTime gameTime, InputState input) + { + if (input == null) + throw new ArgumentNullException("input"); + + // Look up inputs for the active player profile. + int playerIndex = (int)ControllingPlayer.Value; + + KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; + GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; + + // The game pauses either if the user presses the pause button, or if + // they unplug the active gamepad. This requires us to keep track of + // whether a gamepad was ever plugged in, because we don't want to pause + // on PC if they are playing with a keyboard and have no gamepad at all! + bool gamePadDisconnected = !gamePadState.IsConnected && + input.GamePadWasConnected[playerIndex]; + + PlayerIndex player; + if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected) + { +#if WINDOWS_PHONE + ScreenManager.AddScreen(new PhonePauseScreen(), ControllingPlayer); +#else + ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); +#endif + } + else + { + // Otherwise move the player position. + Vector2 movement = Vector2.Zero; + + if (keyboardState.IsKeyDown(Keys.Left)) + movement.X--; + + if (keyboardState.IsKeyDown(Keys.Right)) + movement.X++; + + if (keyboardState.IsKeyDown(Keys.Up)) + movement.Y--; + + if (keyboardState.IsKeyDown(Keys.Down)) + movement.Y++; + + Vector2 thumbstick = gamePadState.ThumbSticks.Left; + + movement.X += thumbstick.X; + movement.Y -= thumbstick.Y; + + if (input.TouchState.Count > 0) + { + Vector2 touchPosition = input.TouchState[0].Position; + Vector2 direction = touchPosition - playerPosition; + direction.Normalize(); + movement += direction; + } + + if (movement.Length() > 1) + movement.Normalize(); + + playerPosition += movement * 8f; + } + } + + + /// + /// Draws the gameplay screen. + /// + public override void Draw(GameTime gameTime) + { + // This game has a blue background. Why? Because! + ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, + Color.CornflowerBlue, 0, 0); + + // Our player and enemy are both actually just text strings. + SpriteBatch spriteBatch = ScreenManager.SpriteBatch; + + spriteBatch.Begin(); + + spriteBatch.DrawString(gameFont, "// TODO", playerPosition, Color.Green); + + spriteBatch.DrawString(gameFont, "Insert Gameplay Here", + enemyPosition, Color.DarkRed); + + spriteBatch.End(); + + // If the game is transitioning on or off, fade it out to black. + if (TransitionPosition > 0 || pauseAlpha > 0) + { + float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2); + + ScreenManager.FadeBackBufferToBlack(alpha); + } + } + + + #endregion + } +} diff --git a/axios/ScreenSystem/IScreenFactory.cs b/axios/ScreenSystem/IScreenFactory.cs new file mode 100644 index 0000000..10a81fb --- /dev/null +++ b/axios/ScreenSystem/IScreenFactory.cs @@ -0,0 +1,49 @@ +#region File Description +//----------------------------------------------------------------------------- +// IScreenFactory.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +using System; + +namespace GameStateManagement +{ + /// + /// Defines an object that can create a screen when given its type. + /// + /// The ScreenManager attempts to handle tombstoning on Windows Phone by creating an XML + /// document that has a list of the screens currently in the manager. When the game is + /// reactivated, the ScreenManager needs to create instances of those screens. However + /// since there is no restriction that a particular GameScreen subclass has a parameterless + /// constructor, there is no way the ScreenManager alone could create those instances. + /// + /// IScreenFactory fills this gap by providing an interface the game should implement to + /// act as a translation from type to instance. The ScreenManager locates the IScreenFactory + /// from the Game.Services collection and passes each screen type to the factory, expecting + /// to get the correct GameScreen out. + /// + /// If your game screens all have parameterless constructors, the minimal implementation of + /// this interface would look like this: + /// + /// return Activator.CreateInstance(screenType) as GameScreen; + /// + /// If you have screens with constructors that take arguments, you will need to ensure that + /// you can read these arguments from storage or generate new ones, then construct the screen + /// based on the type. + /// + /// The ScreenFactory type in the sample game has the minimal implementation along with some + /// extra comments showing a potentially more complex example of how to implement IScreenFactory. + /// + public interface IScreenFactory + { + /// + /// Creates a GameScreen from the given type. + /// + /// The type of screen to create. + /// The newly created screen. + GameScreen CreateScreen(Type screenType); + } +} diff --git a/axios/ScreenSystem/InputAction.cs b/axios/ScreenSystem/InputAction.cs new file mode 100644 index 0000000..97e9b7a --- /dev/null +++ b/axios/ScreenSystem/InputAction.cs @@ -0,0 +1,96 @@ +#region File Description +//----------------------------------------------------------------------------- +// InputAction.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +using System; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Input; + +namespace GameStateManagement +{ + /// + /// Defines an action that is designated by some set of buttons and/or keys. + /// + /// The way actions work is that you define a set of buttons and keys that trigger the action. You can + /// then evaluate the action against an InputState which will test to see if any of the buttons or keys + /// are pressed by a player. You can also set a flag that indicates if the action only occurs once when + /// the buttons/keys are first pressed or whether the action should occur each frame. + /// + /// Using this InputAction class means that you can configure new actions based on keys and buttons + /// without having to directly modify the InputState type. This means more customization by your games + /// without having to change the core classes of Game State Management. + /// + public class InputAction + { + private readonly Buttons[] buttons; + private readonly Keys[] keys; + private readonly bool newPressOnly; + + // These delegate types map to the methods on InputState. We use these to simplify the evalute method + // by allowing us to map the appropriate delegates and invoke them, rather than having two separate code paths. + private delegate bool ButtonPress(Buttons button, PlayerIndex? controllingPlayer, out PlayerIndex player); + private delegate bool KeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex player); + + /// + /// Initializes a new InputAction. + /// + /// An array of buttons that can trigger the action. + /// An array of keys that can trigger the action. + /// Whether the action only occurs on the first press of one of the buttons/keys, + /// false if it occurs each frame one of the buttons/keys is down. + public InputAction(Buttons[] buttons, Keys[] keys, bool newPressOnly) + { + // Store the buttons and keys. If the arrays are null, we create a 0 length array so we don't + // have to do null checks in the Evaluate method + this.buttons = buttons != null ? buttons.Clone() as Buttons[] : new Buttons[0]; + this.keys = keys != null ? keys.Clone() as Keys[] : new Keys[0]; + + this.newPressOnly = newPressOnly; + } + + /// + /// Evaluates the action against a given InputState. + /// + /// The InputState to test for the action. + /// The player to test, or null to allow any player. + /// If controllingPlayer is null, this is the player that performed the action. + /// True if the action occurred, false otherwise. + public bool Evaluate(InputState state, PlayerIndex? controllingPlayer, out PlayerIndex player) + { + // Figure out which delegate methods to map from the state which takes care of our "newPressOnly" logic + ButtonPress buttonTest; + KeyPress keyTest; + if (newPressOnly) + { + buttonTest = state.IsNewButtonPress; + keyTest = state.IsNewKeyPress; + } + else + { + buttonTest = state.IsButtonPressed; + keyTest = state.IsKeyPressed; + } + + // Now we simply need to invoke the appropriate methods for each button and key in our collections + foreach (Buttons button in buttons) + { + if (buttonTest(button, controllingPlayer, out player)) + return true; + } + foreach (Keys key in keys) + { + if (keyTest(key, controllingPlayer, out player)) + return true; + } + + // If we got here, the action is not matched + player = PlayerIndex.One; + return false; + } + } +} diff --git a/axios/ScreenSystem/InputState.cs b/axios/ScreenSystem/InputState.cs new file mode 100644 index 0000000..1446751 --- /dev/null +++ b/axios/ScreenSystem/InputState.cs @@ -0,0 +1,233 @@ +#region File Description +//----------------------------------------------------------------------------- +// InputState.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +using System.Collections.Generic; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Input; +using Microsoft.Xna.Framework.Input.Touch; +using FarseerPhysics.SamplesFramework; + +namespace GameStateManagement +{ + /// + /// Helper for reading input from keyboard, gamepad, and touch input. This class + /// tracks both the current and previous state of the input devices, and implements + /// query methods for high level input actions such as "move up through the menu" + /// or "pause the game". + /// + public class InputState + { + public const int MaxInputs = 4; + + public readonly KeyboardState[] CurrentKeyboardStates; + public readonly GamePadState[] CurrentGamePadStates; + + public readonly KeyboardState[] LastKeyboardStates; + public readonly GamePadState[] LastGamePadStates; + + public readonly bool[] GamePadWasConnected; + + /* + * Needed for virtual stick on WP7 + * -- Nathan Adams [adamsna@datanethost.net] - 4/12/2012 + */ + private GamePadState _currentVirtualState; + private GamePadState _lastVirtualState; + private bool _handleVirtualStick; + /* + * I didn't create an array for the virtual stick because there will only be one + * -- Nathan Adams [adamsna@datanethost.net] - 4/12/2012 + */ + + + /* + * + * + * + * + * + */ + private Vector2 _cursor; + private bool _cursorIsValid; + private bool _cursorIsVisible; + private bool _cursorMoved; + private Sprite _cursorSprite; + +#if WINDOWS_PHONE + private VirtualStick _phoneStick; + private VirtualButton _phoneA; + private VirtualButton _phoneB; +#endif + + public TouchCollection TouchState; + + public readonly List Gestures = new List(); + + + /// + /// Constructs a new input state. + /// + public InputState() + { + CurrentKeyboardStates = new KeyboardState[MaxInputs]; + CurrentGamePadStates = new GamePadState[MaxInputs]; + + LastKeyboardStates = new KeyboardState[MaxInputs]; + LastGamePadStates = new GamePadState[MaxInputs]; + + GamePadWasConnected = new bool[MaxInputs]; + } + + /// + /// Reads the latest state user input. + /// + public void Update() + { + for (int i = 0; i < MaxInputs; i++) + { + LastKeyboardStates[i] = CurrentKeyboardStates[i]; + LastGamePadStates[i] = CurrentGamePadStates[i]; + + CurrentKeyboardStates[i] = Keyboard.GetState((PlayerIndex)i); + CurrentGamePadStates[i] = GamePad.GetState((PlayerIndex)i); + + // Keep track of whether a gamepad has ever been + // connected, so we can detect if it is unplugged. + if (CurrentGamePadStates[i].IsConnected) + { + GamePadWasConnected[i] = true; + } + } + + // Get the raw touch state from the TouchPanel + TouchState = TouchPanel.GetState(); + + // Read in any detected gestures into our list for the screens to later process + Gestures.Clear(); + while (TouchPanel.IsGestureAvailable) + { + Gestures.Add(TouchPanel.ReadGesture()); + } + } + + + /// + /// Helper for checking if a key was pressed during this update. The + /// controllingPlayer parameter specifies which player to read input for. + /// If this is null, it will accept input from any player. When a keypress + /// is detected, the output playerIndex reports which player pressed it. + /// + public bool IsKeyPressed(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) + { + if (controllingPlayer.HasValue) + { + // Read input from the specified player. + playerIndex = controllingPlayer.Value; + + int i = (int)playerIndex; + + return CurrentKeyboardStates[i].IsKeyDown(key); + } + else + { + // Accept input from any player. + return (IsKeyPressed(key, PlayerIndex.One, out playerIndex) || + IsKeyPressed(key, PlayerIndex.Two, out playerIndex) || + IsKeyPressed(key, PlayerIndex.Three, out playerIndex) || + IsKeyPressed(key, PlayerIndex.Four, out playerIndex)); + } + } + + + /// + /// Helper for checking if a button was pressed during this update. + /// The controllingPlayer parameter specifies which player to read input for. + /// If this is null, it will accept input from any player. When a button press + /// is detected, the output playerIndex reports which player pressed it. + /// + public bool IsButtonPressed(Buttons button, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) + { + if (controllingPlayer.HasValue) + { + // Read input from the specified player. + playerIndex = controllingPlayer.Value; + + int i = (int)playerIndex; + + return CurrentGamePadStates[i].IsButtonDown(button); + } + else + { + // Accept input from any player. + return (IsButtonPressed(button, PlayerIndex.One, out playerIndex) || + IsButtonPressed(button, PlayerIndex.Two, out playerIndex) || + IsButtonPressed(button, PlayerIndex.Three, out playerIndex) || + IsButtonPressed(button, PlayerIndex.Four, out playerIndex)); + } + } + + + /// + /// Helper for checking if a key was newly pressed during this update. The + /// controllingPlayer parameter specifies which player to read input for. + /// If this is null, it will accept input from any player. When a keypress + /// is detected, the output playerIndex reports which player pressed it. + /// + public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) + { + if (controllingPlayer.HasValue) + { + // Read input from the specified player. + playerIndex = controllingPlayer.Value; + + int i = (int)playerIndex; + + return (CurrentKeyboardStates[i].IsKeyDown(key) && + LastKeyboardStates[i].IsKeyUp(key)); + } + else + { + // Accept input from any player. + return (IsNewKeyPress(key, PlayerIndex.One, out playerIndex) || + IsNewKeyPress(key, PlayerIndex.Two, out playerIndex) || + IsNewKeyPress(key, PlayerIndex.Three, out playerIndex) || + IsNewKeyPress(key, PlayerIndex.Four, out playerIndex)); + } + } + + + /// + /// Helper for checking if a button was newly pressed during this update. + /// The controllingPlayer parameter specifies which player to read input for. + /// If this is null, it will accept input from any player. When a button press + /// is detected, the output playerIndex reports which player pressed it. + /// + public bool IsNewButtonPress(Buttons button, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) + { + if (controllingPlayer.HasValue) + { + // Read input from the specified player. + playerIndex = controllingPlayer.Value; + + int i = (int)playerIndex; + + return (CurrentGamePadStates[i].IsButtonDown(button) && + LastGamePadStates[i].IsButtonUp(button)); + } + else + { + // Accept input from any player. + return (IsNewButtonPress(button, PlayerIndex.One, out playerIndex) || + IsNewButtonPress(button, PlayerIndex.Two, out playerIndex) || + IsNewButtonPress(button, PlayerIndex.Three, out playerIndex) || + IsNewButtonPress(button, PlayerIndex.Four, out playerIndex)); + } + } + } +} diff --git a/axios/ScreenSystem/LoadingScreen.cs b/axios/ScreenSystem/LoadingScreen.cs new file mode 100644 index 0000000..0d5cf24 --- /dev/null +++ b/axios/ScreenSystem/LoadingScreen.cs @@ -0,0 +1,163 @@ +#region File Description +//----------------------------------------------------------------------------- +// LoadingScreen.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +#region Using Statements +using System; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using GameStateManagement; +#endregion + +namespace GameStateManagement +{ + /// + /// The loading screen coordinates transitions between the menu system and the + /// game itself. Normally one screen will transition off at the same time as + /// the next screen is transitioning on, but for larger transitions that can + /// take a longer time to load their data, we want the menu system to be entirely + /// gone before we start loading the game. This is done as follows: + /// + /// - Tell all the existing screens to transition off. + /// - Activate a loading screen, which will transition on at the same time. + /// - The loading screen watches the state of the previous screens. + /// - When it sees they have finished transitioning off, it activates the real + /// next screen, which may take a long time to load its data. The loading + /// screen will be the only thing displayed while this load is taking place. + /// + class LoadingScreen : GameScreen + { + #region Fields + + bool loadingIsSlow; + bool otherScreensAreGone; + + GameScreen[] screensToLoad; + + #endregion + + #region Initialization + + + /// + /// The constructor is private: loading screens should + /// be activated via the static Load method instead. + /// + private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, + GameScreen[] screensToLoad) + { + this.loadingIsSlow = loadingIsSlow; + this.screensToLoad = screensToLoad; + + TransitionOnTime = TimeSpan.FromSeconds(0.5); + } + + + /// + /// Activates the loading screen. + /// + public static void Load(ScreenManager screenManager, bool loadingIsSlow, + PlayerIndex? controllingPlayer, + params GameScreen[] screensToLoad) + { + // Tell all the current screens to transition off. + foreach (GameScreen screen in screenManager.GetScreens()) + screen.ExitScreen(); + + // Create and activate the loading screen. + LoadingScreen loadingScreen = new LoadingScreen(screenManager, + loadingIsSlow, + screensToLoad); + + screenManager.AddScreen(loadingScreen, controllingPlayer); + } + + + #endregion + + #region Update and Draw + + + /// + /// Updates the loading screen. + /// + public override void Update(GameTime gameTime, bool otherScreenHasFocus, + bool coveredByOtherScreen) + { + base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); + + // If all the previous screens have finished transitioning + // off, it is time to actually perform the load. + if (otherScreensAreGone) + { + ScreenManager.RemoveScreen(this); + + foreach (GameScreen screen in screensToLoad) + { + if (screen != null) + { + ScreenManager.AddScreen(screen, ControllingPlayer); + } + } + + // Once the load has finished, we use ResetElapsedTime to tell + // the game timing mechanism that we have just finished a very + // long frame, and that it should not try to catch up. + ScreenManager.Game.ResetElapsedTime(); + } + } + + + /// + /// Draws the loading screen. + /// + public override void Draw(GameTime gameTime) + { + // If we are the only active screen, that means all the previous screens + // must have finished transitioning off. We check for this in the Draw + // method, rather than in Update, because it isn't enough just for the + // screens to be gone: in order for the transition to look good we must + // have actually drawn a frame without them before we perform the load. + if ((ScreenState == ScreenState.Active) && + (ScreenManager.GetScreens().Length == 1)) + { + otherScreensAreGone = true; + } + + // The gameplay screen takes a while to load, so we display a loading + // message while that is going on, but the menus load very quickly, and + // it would look silly if we flashed this up for just a fraction of a + // second while returning from the game to the menus. This parameter + // tells us how long the loading is going to take, so we know whether + // to bother drawing the message. + if (loadingIsSlow) + { + SpriteBatch spriteBatch = ScreenManager.SpriteBatch; + SpriteFont font = ScreenManager.Font; + + const string message = "Loading..."; + + // Center the text in the viewport. + Viewport viewport = ScreenManager.GraphicsDevice.Viewport; + Vector2 viewportSize = new Vector2(viewport.Width, viewport.Height); + Vector2 textSize = font.MeasureString(message); + Vector2 textPosition = (viewportSize - textSize) / 2; + + Color color = Color.White * TransitionAlpha; + + // Draw the text. + spriteBatch.Begin(); + spriteBatch.DrawString(font, message, textPosition, color); + spriteBatch.End(); + } + } + + + #endregion + } +} diff --git a/axios/ScreenSystem/MainMenuScreen.cs b/axios/ScreenSystem/MainMenuScreen.cs new file mode 100644 index 0000000..7a60d8e --- /dev/null +++ b/axios/ScreenSystem/MainMenuScreen.cs @@ -0,0 +1,98 @@ +#region File Description +//----------------------------------------------------------------------------- +// MainMenuScreen.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +#region Using Statements +using Microsoft.Xna.Framework; +#endregion + +namespace GameStateManagement +{ + /// + /// The main menu screen is the first thing displayed when the game starts up. + /// + class MainMenuScreen : MenuScreen + { + #region Initialization + + + /// + /// Constructor fills in the menu contents. + /// + public MainMenuScreen() + : base("Main Menu") + { + // Create our menu entries. + MenuEntry playGameMenuEntry = new MenuEntry("Play Game"); + MenuEntry optionsMenuEntry = new MenuEntry("Options"); + MenuEntry exitMenuEntry = new MenuEntry("Exit"); + + // Hook up menu event handlers. + playGameMenuEntry.Selected += PlayGameMenuEntrySelected; + optionsMenuEntry.Selected += OptionsMenuEntrySelected; + exitMenuEntry.Selected += OnCancel; + + // Add entries to the menu. + MenuEntries.Add(playGameMenuEntry); + MenuEntries.Add(optionsMenuEntry); + MenuEntries.Add(exitMenuEntry); + } + + + #endregion + + #region Handle Input + + + /// + /// Event handler for when the Play Game menu entry is selected. + /// + void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) + { + LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, + new GameplayScreen()); + } + + + /// + /// Event handler for when the Options menu entry is selected. + /// + void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e) + { + ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex); + } + + + /// + /// When the user cancels the main menu, ask if they want to exit the sample. + /// + protected override void OnCancel(PlayerIndex playerIndex) + { + const string message = "Are you sure you want to exit this sample?"; + + MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message); + + confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted; + + ScreenManager.AddScreen(confirmExitMessageBox, playerIndex); + } + + + /// + /// Event handler for when the user selects ok on the "are you sure + /// you want to exit" message box. + /// + void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) + { + ScreenManager.Game.Exit(); + } + + + #endregion + } +} diff --git a/axios/ScreenSystem/OptionsMenuScreen.cs b/axios/ScreenSystem/OptionsMenuScreen.cs new file mode 100644 index 0000000..8e549db --- /dev/null +++ b/axios/ScreenSystem/OptionsMenuScreen.cs @@ -0,0 +1,149 @@ +#region File Description +//----------------------------------------------------------------------------- +// OptionsMenuScreen.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +#region Using Statements +using Microsoft.Xna.Framework; +#endregion + +namespace GameStateManagement +{ + /// + /// The options screen is brought up over the top of the main menu + /// screen, and gives the user a chance to configure the game + /// in various hopefully useful ways. + /// + class OptionsMenuScreen : MenuScreen + { + #region Fields + + MenuEntry ungulateMenuEntry; + MenuEntry languageMenuEntry; + MenuEntry frobnicateMenuEntry; + MenuEntry elfMenuEntry; + + enum Ungulate + { + BactrianCamel, + Dromedary, + Llama, + } + + static Ungulate currentUngulate = Ungulate.Dromedary; + + static string[] languages = { "C#", "French", "Deoxyribonucleic acid" }; + static int currentLanguage = 0; + + static bool frobnicate = true; + + static int elf = 23; + + #endregion + + #region Initialization + + + /// + /// Constructor. + /// + public OptionsMenuScreen() + : base("Options") + { + // Create our menu entries. + ungulateMenuEntry = new MenuEntry(string.Empty); + languageMenuEntry = new MenuEntry(string.Empty); + frobnicateMenuEntry = new MenuEntry(string.Empty); + elfMenuEntry = new MenuEntry(string.Empty); + + SetMenuEntryText(); + + MenuEntry back = new MenuEntry("Back"); + + // Hook up menu event handlers. + ungulateMenuEntry.Selected += UngulateMenuEntrySelected; + languageMenuEntry.Selected += LanguageMenuEntrySelected; + frobnicateMenuEntry.Selected += FrobnicateMenuEntrySelected; + elfMenuEntry.Selected += ElfMenuEntrySelected; + back.Selected += OnCancel; + + // Add entries to the menu. + MenuEntries.Add(ungulateMenuEntry); + MenuEntries.Add(languageMenuEntry); + MenuEntries.Add(frobnicateMenuEntry); + MenuEntries.Add(elfMenuEntry); + MenuEntries.Add(back); + } + + + /// + /// Fills in the latest values for the options screen menu text. + /// + void SetMenuEntryText() + { + ungulateMenuEntry.Text = "Preferred ungulate: " + currentUngulate; + languageMenuEntry.Text = "Language: " + languages[currentLanguage]; + frobnicateMenuEntry.Text = "Frobnicate: " + (frobnicate ? "on" : "off"); + elfMenuEntry.Text = "elf: " + elf; + } + + + #endregion + + #region Handle Input + + + /// + /// Event handler for when the Ungulate menu entry is selected. + /// + void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e) + { + currentUngulate++; + + if (currentUngulate > Ungulate.Llama) + currentUngulate = 0; + + SetMenuEntryText(); + } + + + /// + /// Event handler for when the Language menu entry is selected. + /// + void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e) + { + currentLanguage = (currentLanguage + 1) % languages.Length; + + SetMenuEntryText(); + } + + + /// + /// Event handler for when the Frobnicate menu entry is selected. + /// + void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e) + { + frobnicate = !frobnicate; + + SetMenuEntryText(); + } + + + /// + /// Event handler for when the Elf menu entry is selected. + /// + void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e) + { + elf++; + + SetMenuEntryText(); + } + + + #endregion + } +} diff --git a/axios/ScreenSystem/PauseMenuScreen.cs b/axios/ScreenSystem/PauseMenuScreen.cs new file mode 100644 index 0000000..667ff71 --- /dev/null +++ b/axios/ScreenSystem/PauseMenuScreen.cs @@ -0,0 +1,79 @@ +#region File Description +//----------------------------------------------------------------------------- +// PauseMenuScreen.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +#region Using Statements +using Microsoft.Xna.Framework; +#endregion + +namespace GameStateManagement +{ + /// + /// The pause menu comes up over the top of the game, + /// giving the player options to resume or quit. + /// + class PauseMenuScreen : MenuScreen + { + #region Initialization + + + /// + /// Constructor. + /// + public PauseMenuScreen() + : base("Paused") + { + // Create our menu entries. + MenuEntry resumeGameMenuEntry = new MenuEntry("Resume Game"); + MenuEntry quitGameMenuEntry = new MenuEntry("Quit Game"); + + // Hook up menu event handlers. + resumeGameMenuEntry.Selected += OnCancel; + quitGameMenuEntry.Selected += QuitGameMenuEntrySelected; + + // Add entries to the menu. + MenuEntries.Add(resumeGameMenuEntry); + MenuEntries.Add(quitGameMenuEntry); + } + + + #endregion + + #region Handle Input + + + /// + /// Event handler for when the Quit Game menu entry is selected. + /// + void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) + { + const string message = "Are you sure you want to quit this game?"; + + MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); + + confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; + + ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); + } + + + /// + /// Event handler for when the user selects ok on the "are you sure + /// you want to quit" message box. This uses the loading screen to + /// transition from the game back to the main menu screen. + /// + void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) + { + LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), + new MainMenuScreen()); + } + + + #endregion + } +} diff --git a/axios/ScreenSystem/PhoneMainMenuScreen.cs b/axios/ScreenSystem/PhoneMainMenuScreen.cs new file mode 100644 index 0000000..3afcd8b --- /dev/null +++ b/axios/ScreenSystem/PhoneMainMenuScreen.cs @@ -0,0 +1,65 @@ +#region File Description +//----------------------------------------------------------------------------- +// PhoneMainMenuScreen.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +using System; +using GameStateManagement; +using Microsoft.Xna.Framework; + +namespace GameStateManagement +{ + class PhoneMainMenuScreen : PhoneMenuScreen + { + public PhoneMainMenuScreen() + : base("Main Menu") + { + // Create a button to start the game + Button playButton = new Button("Play"); + playButton.Tapped += playButton_Tapped; + MenuButtons.Add(playButton); + + // Create two buttons to toggle sound effects and music. This sample just shows one way + // of making and using these buttons; it doesn't actually have sound effects or music + BooleanButton sfxButton = new BooleanButton("Sound Effects", true); + sfxButton.Tapped += sfxButton_Tapped; + MenuButtons.Add(sfxButton); + + BooleanButton musicButton = new BooleanButton("Music", true); + musicButton.Tapped += musicButton_Tapped; + MenuButtons.Add(musicButton); + } + + void playButton_Tapped(object sender, EventArgs e) + { + // When the "Play" button is tapped, we load the GameplayScreen + LoadingScreen.Load(ScreenManager, true, PlayerIndex.One, new GameplayScreen()); + } + + void sfxButton_Tapped(object sender, EventArgs e) + { + BooleanButton button = sender as BooleanButton; + + // In a real game, you'd want to store away the value of + // the button to turn off sounds here. :) + } + + void musicButton_Tapped(object sender, EventArgs e) + { + BooleanButton button = sender as BooleanButton; + + // In a real game, you'd want to store away the value of + // the button to turn off music here. :) + } + + protected override void OnCancel() + { + ScreenManager.Game.Exit(); + base.OnCancel(); + } + } +} diff --git a/axios/ScreenSystem/PhoneMenuScreen.cs b/axios/ScreenSystem/PhoneMenuScreen.cs new file mode 100644 index 0000000..85c88ae --- /dev/null +++ b/axios/ScreenSystem/PhoneMenuScreen.cs @@ -0,0 +1,149 @@ +#region File Description +//----------------------------------------------------------------------------- +// PhoneMenuScreen.cs +// +// Microsoft XNA Community Game Platform +// Copyright (C) Microsoft Corporation. All rights reserved. +//----------------------------------------------------------------------------- +#endregion + +using System; +using System.Collections.Generic; +using GameStateManagement; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Microsoft.Xna.Framework.Input.Touch; + +namespace GameStateManagement +{ + /// + /// Provides a basic base screen for menus on Windows Phone leveraging the Button class. + /// + class PhoneMenuScreen : GameScreen + { + List