- MVC Architecture:
- The architecture is based on MVC but adapted for practicality in game development.
- Model: Represents the core data and logic of the game.
- View: Handles rendering and user interface elements.
- Controller: Manages the flow between Model and View, handling inputs and state transitions.
- Core Directory:
- Contains foundational components that rarely change:
- Global Constants: Values like screen dimensions or initial game settings.
- Game Engine: Central class managing the game loop.
- State Manager: Tracks and transitions between game states.
- Contains foundational components that rarely change:
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Initialization:
- Sets up global parameters (e.g., screen size).
- Configures input handling (e.g., hiding the mouse cursor, handling Alt+Tab behavior).
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Game Loop:
- Update:
- Updates only when the window is active.
- Delegates updates to the current state managed by the
StateManager. - Exits the application if triggered.
- Draw:
- Renders elements in a specific order (top-to-bottom).
- Update:
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Interfaces:
- Define the structure of entities without implementing logic.
- Example: An interface for objects with methods like
Update,Draw, andInitialize.
-
State Management:
- Tracks the current state using an enum.
- Implements a
switch-casemechanism for state transitions.
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Entities:
- Represent game objects (e.g., players, enemies, items).
- Include properties and methods for interaction (e.g., movement, health, actions).
-
Global Variables:
- Track window activity, input states, and other shared data.
-
Rendering:
- Uses MonoGame-specific rendering (
SpriteBatch) to draw textures, UI elements, and other visuals. - Follows a structured order for rendering layers.
- Uses MonoGame-specific rendering (
-
UI Elements:
- Implements clickable objects (e.g., buttons) with trigger zones and event delegates.
- Logic to detect interactions (e.g., mouse clicks within bounds).
-
Textures:
- Added via the MonoGame plugin and built into content files.
-
Input Handling:
- Processes player inputs (e.g., mouse clicks, keyboard strokes).
- Updates the model based on user actions.
-
State Transitions:
- Manages transitions between states (e.g., from menu to gameplay).
- Executes specific logic for each state (e.g., rolling dice, moving entities).
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Adding Assets:
- Use the MonoGame plugin to add textures, sounds, and other resources.
- Always build content files after changes.
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Sound Effects:
- Add sound effects for interactions (e.g., button clicks, hover effects).
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Data Management:
- Use JSON serialization to save and load game data (e.g., positions, states).
[JsonIgnore]attributes exclude unnecessary fields from serialization.
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Pure MVC Limitations:
- Views and states are somewhat interdependent, deviating from pure MVC principles.
- Example: Buttons (View) directly invoke actions (Controller logic).
-
File Management:
- Renaming files requires updates in multiple places (project hierarchy, current file, plugin settings).
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Event Handling:
- Multiple ways to assign actions to events, allowing arguments to be passed as needed.
- Separation of Concerns: Each component has a clear responsibility, making the codebase easier to manage and extend.
- Reusability: Components designed to be reusable and extensible (e.g., swapping out the renderer for a different engine).
- Scalability: Adding new features or changing existing ones becomes more manageable without affecting unrelated parts of the code.
- Debugging:
- Continuous testing during development to catch bugs.
- Event System:
- Implement an event system for better responsiveness to in-game events.
- Physics and Collision Detection:
- Incorporate physics engines or custom collision detection systems to handle interactions between entities.