Description:
Organize code and add regions.
Commit status:
[Not Reviewed]
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r34:801ffb2fd989 -

@@ -288,14 +288,10
288
288
289 // Run game logic in here. Do NOT render anything here!
289 // Run game logic in here. Do NOT render anything here!
290 KeyboardState keyboardCur = Keyboard.GetState();
290 KeyboardState keyboardCur = Keyboard.GetState();
291 if (keyboardCur.IsKeyDown(Keys.Q) && keyboardPrev.IsKeyUp(Keys.Q))
291
292 {
292 #region input
293 System.Console.WriteLine("Quitting");
293 #region camera_movement_keys
294 Environment.Exit(0);
294 if (keyboardCur.IsKeyDown(Keys.Down))
295 }
296
297
298 if (keyboardCur.IsKeyDown(Keys.Down))
299 {
295 {
300 this.camera.Move(new Vector2(0, 2));
296 this.camera.Move(new Vector2(0, 2));
301 }
297 }
@@ -323,7 +319,14
323
319
324 this.camera.ZoomIn();
320 this.camera.ZoomIn();
325 }
321 }
322 #endregion camera_movement_keys
326
323
324 #region misc_keys
325 if (keyboardCur.IsKeyDown(Keys.Q) && keyboardPrev.IsKeyUp(Keys.Q))
326 {
327 System.Console.WriteLine("Quitting");
328 Environment.Exit(0);
329 }
327 if (keyboardCur.IsKeyDown(Keys.OemBackslash) && keyboardPrev.IsKeyUp(Keys.OemBackslash))
330 if (keyboardCur.IsKeyDown(Keys.OemBackslash) && keyboardPrev.IsKeyUp(Keys.OemBackslash))
328 {
331 {
329 this.show_another_window = !this.show_another_window;
332 this.show_another_window = !this.show_another_window;
@@ -335,19 +338,24
335 this.showGrid = !this.showGrid;
338 this.showGrid = !this.showGrid;
336
339
337 }
340 }
341 if (keyboardCur.IsKeyDown(Keys.Space) && keyboardPrev.IsKeyUp(Keys.Space))
342 {
343 sound.Play(volume, pitch, pan);
344 }
345 #endregion misc_keys
338
346
347
348 #region gamerate_keys
339 if (keyboardCur.IsKeyDown(Keys.D0) && keyboardPrev.IsKeyUp(Keys.D0))
349 if (keyboardCur.IsKeyDown(Keys.D0) && keyboardPrev.IsKeyUp(Keys.D0))
340 {
350 {
341 this.simulation.paused = !this.simulation.paused;
351 this.simulation.paused = !this.simulation.paused;
342
352
343 }
353 }
354 #endregion gamerate_keys
344
355
356
345
357
346
358
347 if (keyboardCur.IsKeyDown(Keys.Space) && keyboardPrev.IsKeyUp(Keys.Space))
348 {
349 sound.Play(volume, pitch, pan);
350 }
351 //if (keyboardCur.IsKeyDown(Keys.P) && keyboardPrev.IsKeyUp(Keys.P))
359 //if (keyboardCur.IsKeyDown(Keys.P) && keyboardPrev.IsKeyUp(Keys.P))
352 // {
360 // {
353 // this.player_state = !this.player_state;
361 // this.player_state = !this.player_state;
@@ -378,7 +386,7
378 {
386 {
379 this.camera.Move(new Vector2(0, 4));
387 this.camera.Move(new Vector2(0, 4));
380 }
388 }
381
389 #endregion input
382
390
383 this.simulation.update(gameTime.ElapsedGameTime);
391 this.simulation.update(gameTime.ElapsedGameTime);
384
392
@@ -496,11 +504,6
496
504
497 }
505 }
498
506
499
500
501
502
503
504 protected override void Draw(GameTime gameTime)
507 protected override void Draw(GameTime gameTime)
505 {
508 {
506 // Render stuff in here. Do NOT run game logic in here!
509 // Render stuff in here. Do NOT run game logic in here!
@@ -520,8 +523,8
520 null,
523 null,
521 camera.get_transformation(GraphicsDevice));
524 camera.get_transformation(GraphicsDevice));
522
525
523 //New tile stuff
526 //New tile stuff
524 /*
527 /*
525 Vector2 firstSquare = Vector2.Zero;
528 Vector2 firstSquare = Vector2.Zero;
526 int firstX = (int)firstSquare.X;
529 int firstX = (int)firstSquare.X;
527 int firstY = (int)firstSquare.Y;
530 int firstY = (int)firstSquare.Y;
@@ -558,9 +561,9
558 }
561 }
559 }*/
562 }*/
560
563
561
564 #region draw_tiles
562 //reset
565 //reset
563 this.tilesDrawn = 0;
566 this.tilesDrawn = 0;
564
567
565 for (int y = 0; y < this.squaresDown; y++)
568 for (int y = 0; y < this.squaresDown; y++)
566 {
569 {
@@ -593,8 +596,11
593 }
596 }
594
597
595 }
598 }
599 #endregion draw_tiles
596
600
597 if (this.showGrid)
601 #region draw_gridlines
602
603 if (this.showGrid)
598 {
604 {
599 //need to go one extra so gridlines include the far side of the final tile:
605 //need to go one extra so gridlines include the far side of the final tile:
600 for (int y = 0; y < (this.squaresDown + 1); y++)
606 for (int y = 0; y < (this.squaresDown + 1); y++)
@@ -623,10 +629,12
623
629
624 }
630 }
625 }
631 }
632 #endregion draw_gridlines
626
633
627 //Gridlines
634
628 //Lines going down and to the right:
635 //Gridlines
629 /*
636 //Lines going down and to the right:
637 /*
630 for (int x = (int)(-this.squaresAcross/2); x < this.squaresAcross; x++)
638 for (int x = (int)(-this.squaresAcross/2); x < this.squaresAcross; x++)
631 {
639 {
632 int rowOffset = 0;
640 int rowOffset = 0;
@@ -663,16 +671,15
663 }
671 }
664 */
672 */
665
673
666 drawTileAt(4, 4, 140, 3);
674 drawTileAt(4, 4, 140, 3);
667 drawTileAt(6, 4, 141, 3);
675 drawTileAt(6, 4, 141, 3);
668 drawTileAt(8, 4, 142, 2);
676 drawTileAt(8, 4, 142, 2);
669 drawTileAt(10, 4, 142, 3);
677 drawTileAt(10, 4, 142, 3);
670
678
671
679 #region draw_cursor
672 drawTileAt((int)this.mouseGrid.X, (int)this.mouseGrid.Y, 2, 1, 0.85f); //between tiles and gridlines
680 drawTileAt((int)this.mouseGrid.X, (int)this.mouseGrid.Y, 2, 1, 0.85f); //between tiles and gridlines
673
681 #endregion draw_cursor
674
682 /*
675 /*
676
683
677 for (int i = 0; i< 80; i++)
684 for (int i = 0; i< 80; i++)
678 {
685 {
@@ -693,8 +700,8
693 }
700 }
694 }//*/
701 }//*/
695
702
696
703 #region draw_trees
697 for (int i = 0; i < this.simulation.map.MapHeight; i++)
704 for (int i = 0; i < this.simulation.map.MapHeight; i++)
698 {
705 {
699 for (int j = 0; j < this.simulation.map.MapWidth; j += 1)
706 for (int j = 0; j < this.simulation.map.MapWidth; j += 1)
700 {
707 {
@@ -709,20 +716,19
709 {
716 {
710 drawTileAt(i, j, 142, 2);
717 drawTileAt(i, j, 142, 2);
711 }
718 }
712
713 }
719 }
714
715
716 }
720 }
717 }
721 }
722 #endregion draw_trees
718
723
719 drawTileAt(2, 2, 140, 2);
724 drawTileAt(2, 2, 140, 2);
720 drawTileAt(1, 1, 140, 2);
725 drawTileAt(1, 1, 140, 2);
721 drawTileAt(3, 2, 140, 2);
726 drawTileAt(3, 2, 140, 2);
722
727
723 batch.End();
728 batch.End();
724
729
725 batch.Begin(SpriteSortMode.BackToFront,
730 #region draw_header
731 batch.Begin(SpriteSortMode.BackToFront,
726 BlendState.AlphaBlend,
732 BlendState.AlphaBlend,
727 null,
733 null,
728 null,
734 null,
@@ -752,12 +758,12
752
758
753 batch.DrawString(monoFont, header_left, new Vector2(1, 1), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
759 batch.DrawString(monoFont, header_left, new Vector2(1, 1), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
754 batch.DrawString(monoFont, header_middle, new Vector2(middle_start, 1), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
760 batch.DrawString(monoFont, header_middle, new Vector2(middle_start, 1), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
755
761 #endregion draw_header
756
762
757
763
758 batch.End();
764 batch.End();
759
765
760
766 #region debug_window
761 //Calcs for debug window:
767 //Calcs for debug window:
762 if ((this.frameCounter % 15) == 0) {
768 if ((this.frameCounter % 15) == 0) {
763 past_fps.Enqueue(this.frameRate);
769 past_fps.Enqueue(this.frameRate);
@@ -825,9 +831,11
825 }
831 }
826
832
827 _imGuiRenderer.AfterLayout();
833 _imGuiRenderer.AfterLayout();
828
834
835 #endregion debug_window
829
836
830 stopWatch.Stop();
837
838 stopWatch.Stop();
831 this.drawTime = stopWatch.Elapsed;
839 this.drawTime = stopWatch.Elapsed;
832
840
833 base.Draw(gameTime);
841 base.Draw(gameTime);
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