sneak/Shared/Scene.cs

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C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace SemiColinGames {
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public sealed class Scene : IDisposable {
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
Color backgroundColor = Color.CornflowerBlue;
readonly GraphicsDevice graphics;
readonly Camera camera;
readonly RenderTarget2D sceneTarget;
readonly BasicEffect basicEffect;
readonly SpriteBatch spriteBatch;
readonly SoundEffectInstance music;
// Draw() needs to be called without IsRunningSlowly this many times before we actually
// attempt to draw the scene. This is a workaround for the fact that otherwise the first few
// frames can be really slow to draw.
int framesToSuppress = 2;
public Scene(GraphicsDevice graphics, Camera camera) {
this.graphics = graphics;
this.camera = camera;
sceneTarget = new RenderTarget2D(
graphics, camera.Width, camera.Height, false /* mipmap */,
graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
basicEffect = new BasicEffect(graphics) {
World = Matrix.CreateTranslation(0, 0, 0),
View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up),
VertexColorEnabled = true
};
spriteBatch = new SpriteBatch(graphics);
music = SoundEffects.IntroMusic.CreateInstance();
music.IsLooped = true;
music.Volume = 0.1f;
}
~Scene() {
Dispose();
}
public void Dispose() {
music.Stop();
music.Dispose();
sceneTarget.Dispose();
basicEffect.Dispose();
spriteBatch.Dispose();
GC.SuppressFinalize(this);
}
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public void Draw(bool isRunningSlowly, World world, bool paused) {
graphics.SetRenderTarget(null);
graphics.Clear(backgroundColor);
// Enable the scene after we've gotten enough non-slow frames.
if (framesToSuppress > 0 && !isRunningSlowly) {
framesToSuppress--;
return;
}
// Draw scene to sceneTarget.
graphics.SetRenderTarget(sceneTarget);
graphics.Clear(backgroundColor);
// Draw parallax backgrounds.
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
float xScale = 1f / 16; // Changes with each layer (the layers further back scroll less).
float yScale = 1f / 4; // Constant across all layers.
for (int i = 0; i < Textures.Backgrounds.Length; i++) {
Texture2D background = Textures.Backgrounds[i].Get;
float yDiff = (world.Height - camera.Bottom) * yScale;
float yOffset = background.Height - camera.Height - yDiff;
Rectangle bgSource = new Rectangle(
(int) (camera.Left * xScale), (int) yOffset, camera.Width, camera.Height);
spriteBatch.Draw(background, bgTarget, bgSource, Color.White);
xScale *= 2;
}
spriteBatch.End();
// Draw lines of sight.
basicEffect.Projection = camera.Projection;
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world.LinesOfSight.Draw(graphics, basicEffect);
// Set up transformation matrix for drawing world objects.
Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
spriteBatch.Begin(
SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
// Draw background tiles.
world.DrawBackground(spriteBatch);
// Draw player.
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world.Player.Draw(spriteBatch);
// Draw foreground tiles.
world.DrawForeground(spriteBatch);
spriteBatch.End();
// Draw debug rects & lines on top.
Debug.Draw(graphics, basicEffect);
// Draw in-world UI on top of everything.
spriteBatch.Begin(
SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, null);
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for (int i = 0; i < world.Player.MaxHealth; i++) {
Vector2 pos = new Vector2(16 + 15 * i, 8);
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if (world.Player.Health > i) {
spriteBatch.Draw(Textures.Heart.Get, pos, new Rectangle(0, 0, 16, 16), Color.White);
} else {
spriteBatch.Draw(Textures.Heart.Get, pos, new Rectangle(16, 0, 16, 16), Color.White);
}
}
if (paused) {
string text = Strings.Paused;
Vector2 position = Textures.BannerFont.CenteredOn(text, camera.HalfSize);
Text.DrawOutlined(spriteBatch, Textures.BannerFont, text, position, Color.White);
music.Pause();
} else {
music.Play();
}
spriteBatch.End();
// Get ready to draw sceneTarget to screen.
graphics.SetRenderTarget(null);
// Letterbox the scene if needed.
float aspectRatio = 1.0f * graphics.Viewport.Width / graphics.Viewport.Height;
Rectangle drawRect;
if (aspectRatio > DESIRED_ASPECT_RATIO) {
// Need to letterbox the sides.
int desiredWidth = (int) (graphics.Viewport.Height * DESIRED_ASPECT_RATIO);
int padding = (graphics.Viewport.Width - desiredWidth) / 2;
drawRect = new Rectangle(padding, 0, desiredWidth, graphics.Viewport.Height);
} else {
// Need to letterbox the top / bottom.
int desiredHeight = (int) (graphics.Viewport.Width / DESIRED_ASPECT_RATIO);
int padding = (graphics.Viewport.Height - desiredHeight) / 2;
drawRect = new Rectangle(0, padding, graphics.Viewport.Width, desiredHeight);
}
// Actually draw to screen.
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
SamplerState.PointClamp, DepthStencilState.Default,
RasterizerState.CullNone);
spriteBatch.Draw(sceneTarget, drawRect, Color.White);
// Draw debug toasts.
Debug.DrawToasts(spriteBatch);
spriteBatch.End();
}
}
}