Colin McMillen
ff0c9ddc26
Instead of having every drawable object know how to transform itself based on the camera position, we pass in a transformation matrix to spriteBatch.Draw(). Unfortunately MonoGame only lets us specify a translation that works over an entire SpriteBatch.Begin() call, so we need to begin & end separately for objects that *aren't* supposed to translate at the same rate as the camera. Fixes #39. GitOrigin-RevId: afab72c39236b1b46fe1597412209981ddae9c7c
187 lines
6.1 KiB
C#
187 lines
6.1 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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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 class SneakGame : Game {
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const int TARGET_FPS = 60;
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const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
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readonly GraphicsDeviceManager graphics;
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RenderTarget2D renderTarget;
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SpriteBatch spriteBatch;
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SpriteFont font;
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bool fullScreen = false;
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bool paused = false;
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IDisplay display;
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readonly History<Input> input = new History<Input>(2);
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readonly FpsCounter fpsCounter = new FpsCounter();
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readonly Timer updateTimer = new Timer(TARGET_FRAME_TIME / 2.0, "UpdateTimer");
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readonly Timer drawTimer = new Timer(TARGET_FRAME_TIME / 2.0, "DrawTimer");
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// Draw() needs to be called without IsRunningSlowly this many times before we actually
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// attempt to draw the scene. This is a workaround for the fact that otherwise the first few
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// frames can be really slow to draw.
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int framesToSuppress = 2;
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Texture2D grasslandBg1;
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Texture2D grasslandBg2;
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Player player;
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World world;
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readonly Camera camera = new Camera();
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public SneakGame() {
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graphics = new GraphicsDeviceManager(this) {
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SynchronizeWithVerticalRetrace = true,
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GraphicsProfile = GraphicsProfile.HiDef
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};
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IsFixedTimeStep = true;
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TargetElapsedTime = TimeSpan.FromSeconds(TARGET_FRAME_TIME);
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IsMouseVisible = true;
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Content.RootDirectory = "Content";
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}
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// Performs initialization that's needed before starting to run.
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protected override void Initialize() {
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display = (IDisplay) Services.GetService(typeof(IDisplay));
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display.Initialize(Window, graphics);
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display.SetFullScreen(fullScreen);
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Debug.Initialize(GraphicsDevice);
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renderTarget = new RenderTarget2D(
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GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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base.Initialize();
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}
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// Called once per game. Loads all game content.
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protected override void LoadContent() {
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("font");
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player = new Player(Content.Load<Texture2D>("Ninja_Female"));
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world = new World(Content.Load<Texture2D>("grassland"), Levels.DEMO);
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grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
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grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
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}
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// Called once per game. Unloads all game content.
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protected override void UnloadContent() {
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updateTimer.DumpStats();
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drawTimer.DumpStats();
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}
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// Updates the game world.
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protected override void Update(GameTime gameTime) {
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updateTimer.Start();
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input.Add(new Input(GamePad.GetState(PlayerIndex.One), Keyboard.GetState()));
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if (input[0].Exit) {
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Exit();
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}
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if (input[0].Pause && !input[1].Pause) {
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paused = !paused;
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}
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if (input[0].FullScreen && !input[1].FullScreen) {
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fullScreen = !fullScreen;
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display.SetFullScreen(fullScreen);
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}
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Debug.Clear(paused);
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if (input[0].Debug && !input[1].Debug) {
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Debug.Enabled = !Debug.Enabled;
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}
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if (!paused) {
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float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
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Clock.AddModelTime(modelTime);
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player.Update(modelTime, input, world.CollisionTargets);
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camera.Update(player.Position, world.Width);
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}
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base.Update(gameTime);
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updateTimer.Stop();
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}
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// Called when the game should draw itself.
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protected override void Draw(GameTime gameTime) {
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drawTimer.Start();
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if (framesToSuppress > 0 && !gameTime.IsRunningSlowly) {
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framesToSuppress--;
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}
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// We need to update the FPS counter in Draw() since Update() might get called more
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// frequently, especially when gameTime.IsRunningSlowly.
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fpsCounter.Update();
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string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " +
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$"{fpsCounter.Fps} FPS";
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if (paused) {
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fpsText += " (paused)";
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}
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Debug.SetFpsText(fpsText);
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// Draw scene to RenderTarget.
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GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
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// Draw background.
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Rectangle bgSource = new Rectangle(
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(int) (camera.Left * 0.25), 0, camera.Width, camera.Height);
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Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
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spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, Color.White);
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bgSource = new Rectangle(
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(int) (camera.Left * 0.5), 0, camera.Width, camera.Height);
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spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White);
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spriteBatch.End();
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// Set up transformation matrix for drawing world objects.
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Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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// Draw player.
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player.Draw(spriteBatch);
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// Draw foreground tiles.
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world.Draw(spriteBatch);
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// Draw debug rects & lines.
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Debug.Draw(spriteBatch);
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// Aaaaand we're done.
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spriteBatch.End();
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// Draw RenderTarget to screen.
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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if (framesToSuppress == 0) {
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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Rectangle drawRect = new Rectangle(
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0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
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spriteBatch.Draw(renderTarget, drawRect, Color.White);
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// Draw debug toasts.
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Debug.DrawToasts(spriteBatch, font);
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spriteBatch.End();
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}
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base.Draw(gameTime);
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drawTimer.Stop();
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}
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}
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}
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