A stealth-based 2D platformer where you don't have to kill anyone unless you want to.
https://www.semicolin.games
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93 lines
3.1 KiB
93 lines
3.1 KiB
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 TreeScene : IScene {
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const int MAX_SEGMENTS = 1000;
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const int MAX_VERTICES = MAX_SEGMENTS * 6; // 2 triangles per segment
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private readonly Color backgroundColor = Color.SkyBlue;
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private readonly GraphicsDevice graphics;
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private readonly BasicEffect basicEffect;
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private VertexPositionColor[] vertices;
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private VertexBuffer vertexBuffer;
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public TreeScene(GraphicsDevice graphics) {
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this.graphics = 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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Projection = Matrix.CreateOrthographicOffCenter(-1920 / 2, 1920 / 2, -1080 / 4, 1080 * 3 / 4, -1, 1)
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};
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vertices = new VertexPositionColor[MAX_VERTICES];
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vertexBuffer = new VertexBuffer(
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graphics, typeof(VertexPositionColor), MAX_VERTICES, BufferUsage.WriteOnly);
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}
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~TreeScene() {
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Dispose();
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}
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public void Dispose() {
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vertexBuffer.Dispose();
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GC.SuppressFinalize(this);
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}
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public struct Trapezoid {
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public Vector2 p1, p2, p3, p4;
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}
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public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
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var skeleton = new List<Vector2> {
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new Vector2(0, 0),
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new Vector2(0, 100),
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new Vector2(10, 200),
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new Vector2(30, 300),
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new Vector2(60, 400),
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new Vector2(100, 500),
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};
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graphics.Clear(backgroundColor);
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var segments = new List<Trapezoid>();
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for (int i = 0; i < skeleton.Count - 1; i++) {
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Vector2 low = skeleton[i];
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Vector2 high = skeleton[i + 1];
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Trapezoid t;
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int width = 10 - i;
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t.p1 = new Vector2(low.X - width, low.Y);
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t.p2 = new Vector2(low.X + width, low.Y);
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t.p3 = new Vector2(high.X - width + 4, high.Y);
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t.p4 = new Vector2(high.X + width - 4, high.Y);
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segments.Add(t);
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}
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Color color = Color.SaddleBrown;
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for (int i = 0; i < segments.Count; i++) {
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Trapezoid t = segments[i];
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vertices[i * 6] = new VertexPositionColor(new Vector3(t.p1.X, t.p1.Y, 0), color);
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vertices[i * 6 + 1] = new VertexPositionColor(new Vector3(t.p2.X, t.p2.Y, 0), color);
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vertices[i * 6 + 2] = new VertexPositionColor(new Vector3(t.p3.X, t.p3.Y, 0), color);
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vertices[i * 6 + 3] = new VertexPositionColor(new Vector3(t.p2.X, t.p2.Y, 0), color);
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vertices[i * 6 + 4] = new VertexPositionColor(new Vector3(t.p3.X, t.p3.Y, 0), color);
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vertices[i * 6 + 5] = new VertexPositionColor(new Vector3(t.p4.X, t.p4.Y, 0), color);
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}
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graphics.SetVertexBuffer(vertexBuffer);
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vertexBuffer.SetData(vertices);
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foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) {
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pass.Apply();
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graphics.DrawPrimitives(PrimitiveType.TriangleList, 0, segments.Count * 2);
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}
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}
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}
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}
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