draw to a RenderTarget & scale that to screen
GitOrigin-RevId: b4635c5fabc03e6f19be595c68e3aa94203aa454
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@ -7,6 +7,7 @@ using System.Collections.Generic;
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namespace Jumpy {
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namespace Jumpy {
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public class JumpyGame : Game {
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public class JumpyGame : Game {
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GraphicsDeviceManager graphics;
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GraphicsDeviceManager graphics;
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RenderTarget2D renderTarget;
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SpriteBatch spriteBatch;
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SpriteBatch spriteBatch;
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SpriteFont font;
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SpriteFont font;
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KeyboardInput keyboardInput = new KeyboardInput();
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KeyboardInput keyboardInput = new KeyboardInput();
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@ -27,6 +28,10 @@ namespace Jumpy {
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display.Initialize(Window, graphics);
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display.Initialize(Window, graphics);
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display.SetFullScreen(fullScreen);
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display.SetFullScreen(fullScreen);
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renderTarget = new RenderTarget2D(
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GraphicsDevice, 320, 180, false /* mipmap */,
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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base.Initialize();
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base.Initialize();
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}
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}
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@ -34,7 +39,7 @@ namespace Jumpy {
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protected override void LoadContent() {
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protected override void LoadContent() {
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spriteBatch = new SpriteBatch(GraphicsDevice);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("font");
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font = Content.Load<SpriteFont>("font");
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player = new Player(Content.Load<Texture2D>("player"));
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player = new Player(Content.Load<Texture2D>("player_1x"));
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}
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}
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@ -66,13 +71,25 @@ namespace Jumpy {
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// Called when the game should draw itself.
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// Called when the game should draw itself.
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protected override void Draw(GameTime gameTime) {
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protected override void Draw(GameTime gameTime) {
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// Draw scene to RenderTarget.
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GraphicsDevice.SetRenderTarget(renderTarget);
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// GraphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true };
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GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin();
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spriteBatch.Begin();
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player.Draw(gameTime, spriteBatch);
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player.Draw(gameTime, spriteBatch);
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spriteBatch.End();
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spriteBatch.End();
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// spriteBatch.DrawString(font, "hello world", new Vector2(100, 100), Color.Black);
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// Draw RenderTarget to screen.
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.Black);
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque,
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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Rectangle drawRect = new Rectangle(
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0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
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spriteBatch.Draw(renderTarget, drawRect, Color.White);
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// spriteBatch.DrawString(font, "hello world", new Vector2(10, 10), Color.Black);
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spriteBatch.End();
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base.Draw(gameTime);
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base.Draw(gameTime);
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}
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}
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@ -9,16 +9,16 @@ namespace Jumpy {
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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enum AirState { Jumping, Ground };
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enum AirState { Jumping, Ground };
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private const int spriteSize = 144;
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private const int spriteSize = 48;
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private const int spriteWidth = 20;
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private const int spriteWidth = 8;
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private const int moveSpeed = 600;
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private const int moveSpeed = 200;
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private const int jumpSpeed = 1800;
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private const int jumpSpeed = 600;
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private const int gravity = 6000;
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private const int gravity = 2000;
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private Texture2D texture;
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private Texture2D texture;
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// TODO: stop assuming 1920x1080.
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// TODO: stop assuming 1920x1080.
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private const int groundLevel = 1080 - spriteSize / 2 - 200;
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private const int groundLevel = 180 - spriteSize / 2 - 10;
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private Vector2 position = new Vector2(200, groundLevel);
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private Point position = new Point(200, groundLevel);
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private Facing facing = Facing.Right;
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private Facing facing = Facing.Right;
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private Pose pose = Pose.Standing;
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private Pose pose = Pose.Standing;
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private AirState airState = AirState.Ground;
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private AirState airState = AirState.Ground;
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@ -48,11 +48,11 @@ namespace Jumpy {
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if (gamePad.DPad.Left == ButtonState.Pressed || leftStick.X < -0.5) {
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if (gamePad.DPad.Left == ButtonState.Pressed || leftStick.X < -0.5) {
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facing = Facing.Left;
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facing = Facing.Left;
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pose = Pose.Walking;
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pose = Pose.Walking;
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position.X -= moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
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position.X -= (int) (moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds);
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} else if (gamePad.DPad.Right == ButtonState.Pressed || leftStick.X > 0.5) {
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} else if (gamePad.DPad.Right == ButtonState.Pressed || leftStick.X > 0.5) {
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facing = Facing.Right;
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facing = Facing.Right;
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pose = Pose.Walking;
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pose = Pose.Walking;
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position.X += moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
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position.X += (int) (moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds);
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} else if (gamePad.DPad.Down == ButtonState.Pressed || leftStick.Y < -0.5) {
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} else if (gamePad.DPad.Down == ButtonState.Pressed || leftStick.Y < -0.5) {
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pose = Pose.Crouching;
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pose = Pose.Crouching;
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} else if (gamePad.DPad.Up == ButtonState.Pressed || leftStick.Y > 0.5) {
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} else if (gamePad.DPad.Up == ButtonState.Pressed || leftStick.Y > 0.5) {
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@ -70,7 +70,7 @@ namespace Jumpy {
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}
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}
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if (airState == AirState.Jumping) {
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if (airState == AirState.Jumping) {
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position.Y += (float)(ySpeed * gameTime.ElapsedGameTime.TotalSeconds);
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position.Y += (int) (ySpeed * gameTime.ElapsedGameTime.TotalSeconds);
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ySpeed += gravity * (float) gameTime.ElapsedGameTime.TotalSeconds;
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ySpeed += gravity * (float) gameTime.ElapsedGameTime.TotalSeconds;
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if (position.Y > groundLevel) {
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if (position.Y > groundLevel) {
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position.Y = groundLevel;
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position.Y = groundLevel;
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@ -82,7 +82,7 @@ namespace Jumpy {
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pose = Pose.Jumping;
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pose = Pose.Jumping;
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}
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}
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position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), 1920 - spriteWidth);
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position.X = (int) Math.Min(Math.Max(position.X, 0 + spriteWidth), 320 - spriteWidth);
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}
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}
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private Point spritePosition(Pose pose, GameTime time) {
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private Point spritePosition(Pose pose, GameTime time) {
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@ -126,7 +126,8 @@ namespace Jumpy {
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects.FlipHorizontally : SpriteEffects.None;
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SpriteEffects.FlipHorizontally : SpriteEffects.None;
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spriteBatch.Draw(texture, position, textureSource, Color.White, 0f, spriteCenter,
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Vector2 drawPos = new Vector2(position.X, position.Y);
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spriteBatch.Draw(texture, drawPos, textureSource, Color.White, 0f, spriteCenter,
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Vector2.One, effect, 0f);
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Vector2.One, effect, 0f);
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}
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}
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}
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}
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