Colin McMillen
3 years ago
2 changed files with 179 additions and 0 deletions
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using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework.Graphics; |
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using System; |
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using System.Collections.Generic; |
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namespace SemiColinGames { |
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public sealed class SpiderScene : IScene { |
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f; |
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private readonly Color letterboxColor = Color.Blue; |
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private readonly Color backgroundColor = Color.Black; |
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private readonly GraphicsDevice graphics; |
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private readonly RenderTarget2D sceneTarget; |
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private readonly SpriteBatch spriteBatch; |
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private readonly BasicEffect basicEffect; |
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public SpiderScene(GraphicsDevice graphics, Point worldSize) { |
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this.graphics = graphics; |
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sceneTarget = new RenderTarget2D( |
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graphics, worldSize.X, worldSize.Y, false /* mipmap */, |
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graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); |
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spriteBatch = new SpriteBatch(graphics); |
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basicEffect = new BasicEffect(graphics) { |
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World = Matrix.CreateTranslation(0, 0, 0), |
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View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up), |
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VertexColorEnabled = true |
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}; |
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} |
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~SpiderScene() { |
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Dispose(); |
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} |
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public void Dispose() { |
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sceneTarget.Dispose(); |
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spriteBatch.Dispose(); |
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basicEffect.Dispose(); |
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GC.SuppressFinalize(this); |
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} |
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public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) { |
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SpiderWorld world = (SpiderWorld) iworld; |
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// Draw scene to sceneTarget.
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graphics.SetRenderTarget(sceneTarget); |
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graphics.Clear(backgroundColor); |
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, |
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SamplerState.PointClamp, DepthStencilState.Default, |
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RasterizerState.CullNone); |
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foreach (SpiderWorld.Anchor anchor in world.Anchors) { |
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anchor.Draw(spriteBatch); |
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} |
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world.Player.Draw(spriteBatch); |
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// Finish drawing sprites.
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spriteBatch.End(); |
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// Get ready to draw sceneTarget to screen.
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graphics.SetRenderTarget(null); |
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graphics.Clear(letterboxColor); |
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// Letterbox the scene if needed.
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float aspectRatio = 1.0f * graphics.Viewport.Width / graphics.Viewport.Height; |
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Rectangle drawRect; |
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if (aspectRatio > DESIRED_ASPECT_RATIO) { |
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// Need to letterbox the sides.
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int desiredWidth = (int) (graphics.Viewport.Height * DESIRED_ASPECT_RATIO); |
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int padding = (graphics.Viewport.Width - desiredWidth) / 2; |
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drawRect = new Rectangle(padding, 0, desiredWidth, graphics.Viewport.Height); |
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} else { |
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// Need to letterbox the top / bottom.
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int desiredHeight = (int) (graphics.Viewport.Width / DESIRED_ASPECT_RATIO); |
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int padding = (graphics.Viewport.Height - desiredHeight) / 2; |
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drawRect = new Rectangle(0, padding, graphics.Viewport.Width, desiredHeight); |
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} |
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// Actually draw to screen.
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, |
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SamplerState.PointClamp, DepthStencilState.Default, |
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RasterizerState.CullNone); |
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spriteBatch.Draw(sceneTarget, drawRect, Color.White); |
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// Draw debug toasts.
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Debug.DrawToasts(spriteBatch); |
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spriteBatch.End(); |
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} |
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} |
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} |
@ -0,0 +1,83 @@ |
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using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework.Graphics; |
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using System; |
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using System.Collections.Generic; |
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namespace SemiColinGames { |
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public sealed class SpiderWorld : IWorld { |
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public class Spider { |
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public TextureRef Texture = Textures.Yellow2; |
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public Vector2 Position; |
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private Vector2 anchor; |
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private float radius; |
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private float angle; |
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private float momentum = -400; // radians / second * pixels
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public Spider(float x, float y, float radius, float angle) { |
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Position = new Vector2(); |
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anchor = new Vector2(x, y); |
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this.angle = angle; |
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this.radius = radius; |
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} |
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public void Update(float modelTime, History<Input> input) { |
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radius += 100 * modelTime * input[0].Motion.Y; |
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radius = Math.Clamp(radius, 10, 300); |
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float angleChange = modelTime * momentum / radius; |
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angle += angleChange; |
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float x = anchor.X + radius * (float) Math.Sin(angle); |
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float y = anchor.Y + radius * (float) Math.Cos(angle); |
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Position.X = x; |
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Position.Y = y; |
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} |
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public void Draw(SpriteBatch spriteBatch) { |
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Texture2D texture = Texture.Get; |
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Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2); |
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter)); |
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spriteBatch.Draw(texture, drawPos, Color.White); |
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} |
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} |
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public class Anchor { |
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public TextureRef Texture = Textures.Blue1; |
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public Vector2 Position; |
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public Anchor(float x, float y) { |
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Position = new Vector2(x, y); |
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} |
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public void Draw(SpriteBatch spriteBatch) { |
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Texture2D texture = Texture.Get; |
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Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2); |
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter)); |
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spriteBatch.Draw(texture, drawPos, Color.White); |
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} |
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} |
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public readonly Rectangle Bounds; |
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public Spider Player; |
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public ProfilingList<Anchor> Anchors; |
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public SpiderWorld() { |
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Bounds = new Rectangle(0, 0, 1280, 720); |
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Player = new Spider(1280 / 2, 720 / 2, 200, 0); |
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Anchors = new ProfilingList<Anchor>(100, "anchors"); |
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Anchors.Add(new Anchor(1280 / 2, 720 / 2)); |
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} |
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~SpiderWorld() { |
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Dispose(); |
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} |
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public void Dispose() { |
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GC.SuppressFinalize(this); |
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} |
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public void Update(float modelTime, History<Input> input) { |
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Player.Update(modelTime, input); |
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} |
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} |
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} |
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