96 lines
3.3 KiB
C#
96 lines
3.3 KiB
C#
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 letterboxColor = Color.DarkSlateBlue;
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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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public ShmupScene(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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}
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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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sceneTarget.Dispose();
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spriteBatch.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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// 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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// Draw player.
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Texture2D playerTexture = world.Player.Texture.Get;
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Vector2 spriteCenter = new Vector2(playerTexture.Width / 2, playerTexture.Height / 2);
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(world.Player.Position, spriteCenter));
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spriteBatch.Draw(playerTexture, drawPos, Color.White);
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// Draw shots.
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foreach (ShmupWorld.Shot s in world.Shots) {
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Texture2D texture = s.Texture.Get;
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Vector2 center = new Vector2(texture.Width / 2, texture.Height / 2);
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spriteBatch.Draw(texture, Vector2.Floor(Vector2.Subtract(s.Position, center)), Color.White);
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}
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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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}
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