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using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System;
namespace SemiColinGames { class Scene : IDisposable { const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
public bool Enabled = false;
Color backgroundColor = Color.CornflowerBlue;
readonly GraphicsDevice graphics; readonly Camera camera;
readonly RenderTarget2D sceneTarget; readonly BasicEffect basicEffect; readonly SpriteBatch spriteBatch;
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); }
~Scene() { Dispose(); }
public void Dispose() { sceneTarget.Dispose(); basicEffect.Dispose(); spriteBatch.Dispose(); GC.SuppressFinalize(this); }
public void Draw(World world, Player player, LinesOfSight linesOfSight, bool paused) { graphics.SetRenderTarget(null); graphics.Clear(backgroundColor); if (!Enabled) { 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; for (int i = 0; i < Textures.Backgrounds.Length; i++) { int yOffset = Textures.Backgrounds[i].Get.Height - camera.Height - 24; Rectangle bgSource = new Rectangle( (int) (camera.Left * xScale), yOffset, camera.Width, camera.Height); spriteBatch.Draw(Textures.Backgrounds[i].Get, bgTarget, bgSource, Color.White); xScale *= 2; } spriteBatch.End();
// Draw lines of sight.
basicEffect.Projection = camera.Projection; if (Debug.Enabled) { 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.
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.
// TODO: make a Text.cs file and move things like "black outlined text" there.
if (paused) { string text = "Paused"; Vector2 size = Textures.BannerFont.MeasureString(text); Vector2 position = new Vector2((camera.Width - size.X) / 2, (camera.Height - size.Y) / 2);
spriteBatch.Begin( SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, null); for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { if (i == 0 && j == 0) { continue; } Vector2 stencilPos = new Vector2(position.X + i, position.Y + j); spriteBatch.DrawString(Textures.BannerFont, text, stencilPos, Color.Black); } } spriteBatch.DrawString(Textures.BannerFont, text, position, Color.White); 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.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone); spriteBatch.Draw(sceneTarget, drawRect, Color.White);
// Draw debug toasts.
Debug.DrawToasts(spriteBatch);
spriteBatch.End(); } } }
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