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add Spider game

main
Colin McMillen 12 months ago
parent
commit
0b555af7a1
  1. 96
      Shared/SpiderScene.cs
  2. 83
      Shared/SpiderWorld.cs

96
Shared/SpiderScene.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
public sealed class SpiderScene : IScene {
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
private readonly Color letterboxColor = Color.Blue;
private readonly Color backgroundColor = Color.Black;
private readonly GraphicsDevice graphics;
private readonly RenderTarget2D sceneTarget;
private readonly SpriteBatch spriteBatch;
private readonly BasicEffect basicEffect;
public SpiderScene(GraphicsDevice graphics, Point worldSize) {
this.graphics = graphics;
sceneTarget = new RenderTarget2D(
graphics, worldSize.X, worldSize.Y, false /* mipmap */,
graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
spriteBatch = new SpriteBatch(graphics);
basicEffect = new BasicEffect(graphics) {
World = Matrix.CreateTranslation(0, 0, 0),
View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up),
VertexColorEnabled = true
};
}
~SpiderScene() {
Dispose();
}
public void Dispose() {
sceneTarget.Dispose();
spriteBatch.Dispose();
basicEffect.Dispose();
GC.SuppressFinalize(this);
}
public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
SpiderWorld world = (SpiderWorld) iworld;
// Draw scene to sceneTarget.
graphics.SetRenderTarget(sceneTarget);
graphics.Clear(backgroundColor);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
SamplerState.PointClamp, DepthStencilState.Default,
RasterizerState.CullNone);
foreach (SpiderWorld.Anchor anchor in world.Anchors) {
anchor.Draw(spriteBatch);
}
world.Player.Draw(spriteBatch);
// Finish drawing sprites.
spriteBatch.End();
// Get ready to draw sceneTarget to screen.
graphics.SetRenderTarget(null);
graphics.Clear(letterboxColor);
// 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();
}
}
}

83
Shared/SpiderWorld.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
public sealed class SpiderWorld : IWorld {
public class Spider {
public TextureRef Texture = Textures.Yellow2;
public Vector2 Position;
private Vector2 anchor;
private float radius;
private float angle;
private float momentum = -400; // radians / second * pixels
public Spider(float x, float y, float radius, float angle) {
Position = new Vector2();
anchor = new Vector2(x, y);
this.angle = angle;
this.radius = radius;
}
public void Update(float modelTime, History<Input> input) {
radius += 100 * modelTime * input[0].Motion.Y;
radius = Math.Clamp(radius, 10, 300);
float angleChange = modelTime * momentum / radius;
angle += angleChange;
float x = anchor.X + radius * (float) Math.Sin(angle);
float y = anchor.Y + radius * (float) Math.Cos(angle);
Position.X = x;
Position.Y = y;
}
public void Draw(SpriteBatch spriteBatch) {
Texture2D texture = Texture.Get;
Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2);
Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter));
spriteBatch.Draw(texture, drawPos, Color.White);
}
}
public class Anchor {
public TextureRef Texture = Textures.Blue1;
public Vector2 Position;
public Anchor(float x, float y) {
Position = new Vector2(x, y);
}
public void Draw(SpriteBatch spriteBatch) {
Texture2D texture = Texture.Get;
Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2);
Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter));
spriteBatch.Draw(texture, drawPos, Color.White);
}
}
public readonly Rectangle Bounds;
public Spider Player;
public ProfilingList<Anchor> Anchors;
public SpiderWorld() {
Bounds = new Rectangle(0, 0, 1280, 720);
Player = new Spider(1280 / 2, 720 / 2, 200, 0);
Anchors = new ProfilingList<Anchor>(100, "anchors");
Anchors.Add(new Anchor(1280 / 2, 720 / 2));
}
~SpiderWorld() {
Dispose();
}
public void Dispose() {
GC.SuppressFinalize(this);
}
public void Update(float modelTime, History<Input> input) {
Player.Update(modelTime, input);
}
}
}
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