5 changed files with 118 additions and 2 deletions
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2Shared/Shared.projitems
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76Shared/ShmupScene.cs
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33Shared/ShmupWorld.cs
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6Shared/SneakGame.cs
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3Shared/Textures.cs
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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 ShmupScene : IScene { |
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f; |
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private readonly Color backgroundColor = Color.DarkBlue; |
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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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public ShmupScene(GraphicsDevice graphics) { |
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this.graphics = graphics; |
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sceneTarget = new RenderTarget2D( |
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graphics, 1920 / 4, 1080 / 4, false /* mipmap */, |
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graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); |
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spriteBatch = new SpriteBatch(graphics); |
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} |
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~ShmupScene() { |
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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 Draw(bool isRunningSlowly, IWorld iworld, bool paused) { |
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ShmupWorld world = (ShmupWorld) iworld; |
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graphics.SetRenderTarget(null); |
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graphics.Clear(backgroundColor); |
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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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spriteBatch.Draw(Textures.SilverBlue1.Get, Vector2.Floor(world.Player.Position), Color.White); |
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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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// 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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spriteBatch.End(); |
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} |
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} |
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} |
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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 ShmupWorld : IWorld { |
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public struct ShmupPlayer { |
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// Center of player sprite.
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public Vector2 Position; |
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} |
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public ShmupPlayer Player; |
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public ShmupWorld() { |
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Player = new ShmupPlayer(); |
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} |
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~ShmupWorld() { |
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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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float speed = 150f; |
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed); |
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Player.Position = Vector2.Add(Player.Position, motion); |
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} |
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} |
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} |
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