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

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