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BounceBall - XNA Farseer Magic

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12 Apr 2011CPOL62 min read 192.4K   19K   119  
In this article we are going to develop a game using Farseer Physics Engine and XNA for Windows Phone 7. This article provides you base for your games to make game development easy and fast.
#region File Description

//-----------------------------------------------------------------------------
// ScreenManager.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------

#endregion

using System.Collections.Generic;
using System.Diagnostics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
namespace FarseerXNABase.ScreenSystem
{
    /// <summary>
    /// The screen manager is a component which manages one or more GameScreen
    /// instances. It maintains a stack of screens, calls their Update and Draw
    /// methods at the appropriate times, and automatically routes input to the
    /// topmost active screen.
    /// </summary>
    public class ScreenManager : DrawableGameComponent
    {
        public Camera2D Camera;
        public ContentManager ContentManager;

        /// <summary>
        /// Contains all the fonts avaliable for use.
        /// </summary>
        public SpriteFonts SpriteFonts;

        /// <summary>
        /// If true, the manager prints out a list of all the screens
        /// each time it is updated. This can be useful for making sure
        /// everything is being added and removed at the right times.
        /// </summary>
        public bool TraceEnabled;

        private Texture2D _blankTexture;
        private InputHelper _input = new InputHelper();
        private bool _isInitialized;

        private List<GameScreen> _screens = new List<GameScreen>();
        private List<GameScreen> _screensToUpdate = new List<GameScreen>();

        private SpriteBatch _spriteBatch;
        private List<RenderTarget2D> _transitions = new List<RenderTarget2D>();

        /// <summary>
        /// Constructs a new screen manager component.
        /// </summary>
        public ScreenManager(Game game)
            : base(game)
        {
            // we must set EnabledGestures before we can query for them, but
            // we don't assume the game wants to read them.
            TouchPanel.EnabledGestures = GestureType.None;
            ContentManager = game.Content;
            ContentManager.RootDirectory = "Content";
        }

        /// <summary>
        /// A default SpriteBatch shared by all the screens. This saves
        /// each screen having to bother creating their own local instance.
        /// </summary>
        public SpriteBatch SpriteBatch
        {
            get { return _spriteBatch; }
        }

        /// <summary>
        /// Initializes the screen manager component.
        /// </summary>
        public override void Initialize()
        {
            SpriteFonts = new SpriteFonts(ContentManager);

            base.Initialize();

            _isInitialized = true;
        }

        public void ResetTargets()
        {
            _transitions.Clear();
        }

        /// <summary>
        /// Load your graphics content.
        /// </summary>
        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            _blankTexture = ContentManager.Load<Texture2D>("Common/blank");
            Camera = new Camera2D(GraphicsDevice);


            // Tell each of the screens to load their content.
            foreach (GameScreen screen in _screens)
            {
                screen.LoadContent();
            }
        }

        /// <summary>
        /// Unload your graphics content.
        /// </summary>
        protected override void UnloadContent()
        {
            // Tell each of the screens to unload their content.
            foreach (GameScreen screen in _screens)
            {
                screen.UnloadContent();
            }
        }

        /// <summary>
        /// Allows each screen to run logic.
        /// </summary>
        public override void Update(GameTime gameTime)
        {
            // Read the keyboard and gamepad.
            _input.Update();

            // Update the camera
            Camera.Update();

            // Make a copy of the master screen list, to avoid confusion if
            // the process of updating one screen adds or removes others.
            _screensToUpdate.Clear();

            foreach (GameScreen screen in _screens)
                _screensToUpdate.Add(screen);

            bool otherScreenHasFocus = !Game.IsActive;
            bool coveredByOtherScreen = false;

            // Loop as long as there are screens waiting to be updated.
            while (_screensToUpdate.Count > 0)
            {
                // Pop the topmost screen off the waiting list.
                GameScreen screen = _screensToUpdate[_screensToUpdate.Count - 1];

                _screensToUpdate.RemoveAt(_screensToUpdate.Count - 1);

                // Update the screen.
                screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);

                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.Active)
                {
                    // If this is the first active screen we came across,
                    // give it a chance to handle input.
                    if (!otherScreenHasFocus)
                    {
                        screen.HandleInput(_input);

                        otherScreenHasFocus = true;
                    }

                    // If this is an active non-popup, inform any subsequent
                    // screens that they are covered by it.
                    if (!screen.IsPopup)
                        coveredByOtherScreen = true;
                }
            }

            // Print debug trace?
            if (TraceEnabled)
                TraceScreens();
        }

        /// <summary>
        /// Prints a list of all the screens, for debugging.
        /// </summary>
        private void TraceScreens()
        {
            List<string> screenNames = new List<string>();

            foreach (GameScreen screen in _screens)
                screenNames.Add(screen.GetType().Name);

            Debug.WriteLine(string.Join(", ", screenNames.ToArray()));
        }

        /// <summary>
        /// Tells each screen to draw itself.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            int transitionCount = 0;
            foreach (GameScreen screen in _screens)
            {
                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.TransitionOff)
                {
                    ++transitionCount;
                    if (_transitions.Count < transitionCount)
                    {
                        PresentationParameters _pp = GraphicsDevice.PresentationParameters;
                        _transitions.Add(new RenderTarget2D(GraphicsDevice, _pp.BackBufferWidth, _pp.BackBufferHeight,
                                                            false,
                                                            SurfaceFormat.Color, DepthFormat.Depth24Stencil8, _pp.MultiSampleCount,
                                                            RenderTargetUsage.DiscardContents));
                    }
                    GraphicsDevice.SetRenderTarget(_transitions[transitionCount - 1]);
                    GraphicsDevice.Clear(Color.Transparent);
                    screen.Draw(gameTime);
                    GraphicsDevice.SetRenderTarget(null);
                }
            }

            GraphicsDevice.Clear(Color.White);

            transitionCount = 0;
            foreach (GameScreen screen in _screens)
            {
                if (screen.ScreenState == ScreenState.Hidden)
                    continue;

                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.TransitionOff)
                {
                    if (screen.ScreenState == ScreenState.TransitionOff && screen is PhysicsGameScreen)
                    {
                        Vector2 _translate = Camera.ScreenCenter +
                                             (new Vector2(64, Camera.ScreenHeight - 64) - Camera.ScreenCenter) *
                                             screen.TransitionPosition * screen.TransitionPosition;
                        float rotation = -4f * screen.TransitionPosition * screen.TransitionPosition;
                        float scale = screen.TransitionAlpha * screen.TransitionAlpha;
                        _spriteBatch.Begin();
                        _spriteBatch.Draw(_transitions[transitionCount],
                                          _translate, null,
                                          Color.White * screen.TransitionAlpha,
                                          rotation, Camera.ScreenCenter, scale, 0, 0);
                        _spriteBatch.End();
                    }
                    else
                    {
                        _spriteBatch.Begin();
                        _spriteBatch.Draw(_transitions[transitionCount], Vector2.Zero, Color.White * screen.TransitionAlpha);
                        _spriteBatch.End();

                    }
                    ++transitionCount;
                }
                else
                {
                    screen.Draw(gameTime);
                }
            }
        }

        /// <summary>
        /// Adds a new screen to the screen manager.
        /// </summary>
        public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer)
        {
            screen.ControllingPlayer = controllingPlayer;
            screen.ScreenManager = this;
            screen.IsExiting = false;

            // If we have a graphics device, tell the screen to load content.
            if (_isInitialized)
            {
                screen.LoadContent();
            }

            _screens.Add(screen);

            // update the TouchPanel to respond to gestures this screen is interested in
            TouchPanel.EnabledGestures = screen.EnabledGestures;

            screen.FirstRun = false;
        }

        /// <summary>
        /// Removes a screen from the screen manager. You should normally
        /// use GameScreen.ExitScreen instead of calling this directly, so
        /// the screen can gradually transition off rather than just being
        /// instantly removed.
        /// </summary>
        public void RemoveScreen(GameScreen screen)
        {
            // If we have a graphics device, tell the screen to unload content.
            if (_isInitialized)
            {
                screen.UnloadContent();
            }

            _screens.Remove(screen);
            _screensToUpdate.Remove(screen);

            // if there is a screen still in the manager, update TouchPanel
            // to respond to gestures that screen is interested in.
            if (_screens.Count > 0)
            {
                TouchPanel.EnabledGestures = _screens[_screens.Count - 1].EnabledGestures;
            }
        }

        /// <summary>
        /// Expose an array holding all the screens. We return a copy rather
        /// than the real master list, because screens should only ever be added
        /// or removed using the AddScreen and RemoveScreen methods.
        /// </summary>
        public GameScreen[] GetScreens()
        {
            return _screens.ToArray();
        }

        /// <summary>
        /// Helper draws a translucent black fullscreen sprite, used for fading
        /// screens in and out, and for darkening the background behind popups.
        /// </summary>
        public void FadeBackBufferToBlack(float alpha)
        {
            Viewport viewport = GraphicsDevice.Viewport;

            _spriteBatch.Begin();

            _spriteBatch.Draw(_blankTexture,
                              new Rectangle(0, 0, viewport.Width, viewport.Height),
                              Color.Black * alpha);

            _spriteBatch.End();
        }
    }
}

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License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
CEO Veloxcore
India India
Love Programming... and games. You can find latest about me over http://www.veloxcore.com/

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