using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; namespace SemiColinGames { public sealed class ShmupScene : IScene { const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f; private readonly Color letterboxColor = Color.DarkSlateBlue; private readonly Color backgroundColor = Color.Black; private readonly GraphicsDevice graphics; private readonly RenderTarget2D sceneTarget; private readonly SpriteBatch spriteBatch; public ShmupScene(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); } ~ShmupScene() { Dispose(); } public void Dispose() { sceneTarget.Dispose(); spriteBatch.Dispose(); GC.SuppressFinalize(this); } public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) { ShmupWorld world = (ShmupWorld) iworld; // Draw scene to sceneTarget. graphics.SetRenderTarget(sceneTarget); graphics.Clear(backgroundColor); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone); // Draw player. Texture2D playerTexture = world.Player.Texture.Get; Vector2 spriteCenter = new Vector2(playerTexture.Width / 2, playerTexture.Height / 2); Vector2 drawPos = Vector2.Floor(Vector2.Subtract(world.Player.Position, spriteCenter)); spriteBatch.Draw(playerTexture, drawPos, Color.White); // Draw shots. foreach (ShmupWorld.Shot s in world.Shots) { Texture2D texture = s.Texture.Get; Vector2 center = new Vector2(texture.Width / 2, texture.Height / 2); spriteBatch.Draw(texture, Vector2.Floor(Vector2.Subtract(s.Position, center)), Color.White); } // 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(); } } }