﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Shoot__n_Loot.Scenes;

namespace Shoot__n_Loot
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public static Point ScreenSize { get { return new Point(1200, 750); } }
        public static Random random;

        public static bool exit;
        
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        
        public Game1()
        {
            Window.Title = "Escape from Zombie Island";
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = ScreenSize.X;
            graphics.PreferredBackBufferHeight = ScreenSize.Y;
            Content.RootDirectory = "Content";
            IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            Input.Initialize();
            Camera.FollowSpeed = .3f;
            Camera.Scale = 1;
            Camera.Origin = new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height) / (2 * Camera.Scale);
            random = new Random();

            Music music = new Music(Content.Load<Song>("track1"));
            music.Initialize();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            TextureManager.Load(Content);
            SoundManager.Load(Content);
            SceneManager.LoadAll();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {

        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (exit) Exit();

            Input.Update();

            SceneManager.CurrentScene.Update();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(new Color(0, 3, 73));
            spriteBatch.Begin(SpriteSortMode.BackToFront, null, null, null, null, null, Camera.Transform);

            SceneManager.CurrentScene.Draw(spriteBatch); 

            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
