150 lines
6.0 KiB
C#
150 lines
6.0 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 RecrownedAthenaeum.Camera;
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using RecrownedAthenaeum.Render;
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using System;
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namespace CameraTest
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class CameraTest : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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PrimitiveBatch pb;
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Camera2D camera;
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RectangleRenderer rr;
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BasicEffect be;
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public CameraTest()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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camera = new Camera2D(graphics.GraphicsDevice);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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rr = new RectangleRenderer(camera, GraphicsDevice);
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pb = new PrimitiveBatch(camera, GraphicsDevice);
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be = new BasicEffect(GraphicsDevice);
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be.World = camera.worldMatrix;
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be.View = camera.ViewMatrix;
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be.Projection = camera.projectionMatrix;
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// TODO: use this.Content to load your game content here
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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rr.Dispose();
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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if (Keyboard.GetState().IsKeyDown(Keys.Left))
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{
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Console.WriteLine("moving..");
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camera.MoveCamera(new Vector2(-5, 0));
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}
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if (Keyboard.GetState().IsKeyDown(Keys.Right))
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{
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Console.WriteLine("moving..");
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camera.MoveCamera(new Vector2(5, 0));
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}
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if (Keyboard.GetState().IsKeyDown(Keys.Up))
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{
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Console.WriteLine("moving..");
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camera.MoveCamera(new Vector2(0, 5));
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}
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if (Keyboard.GetState().IsKeyDown(Keys.Down))
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{
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Console.WriteLine("moving..");
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camera.MoveCamera(new Vector2(0, -5));
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}
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camera.Apply();
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.Black);
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rr.Draw(25, 25, 70, 70, Color.Purple);
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/*
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* float rotation = 0;
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double width = 20;
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double height = 20;
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int x = 50;
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int y = 50;
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double topRightAngleFromOrig = Math.Atan(height / width);
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pb.Begin(PrimitiveType.LineList);
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Vector2 bottomLeft = new Vector2(x, y);
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Vector2 bottomRight = new Vector2(x + (float)(Math.Cos(rotation) * width), y + (float)(Math.Sin(rotation) * width));
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float origDiagonalHypotenuse = (float)Math.Sqrt(width * width + height * height);
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Vector2 topRight = new Vector2(x + (float)Math.Cos(topRightAngleFromOrig + rotation) * origDiagonalHypotenuse, y + (float)Math.Sin(topRightAngleFromOrig + rotation) * origDiagonalHypotenuse);
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Vector2 topLeft = new Vector2(x - (float)(Math.Cos((Math.PI / 2f) - rotation) * height), y + (float)(Math.Sin((Math.PI / 2f) - rotation) * height));
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verts[0] = bottomLeft;
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verts[1] = bottomRight;
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verts[2] = topRight;
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verts[3] = topLeft;
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vertposcol[0] = new VertexPositionColor(new Vector3(verts[0], 0), Color.White);
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vertposcol[1] = new VertexPositionColor(new Vector3(verts[1], 0), Color.White);
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vertposcol[2] = new VertexPositionColor(new Vector3(verts[2], 0), Color.White);
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vertposcol[3] = new VertexPositionColor(new Vector3(verts[3], 0), Color.White);
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EffectTechnique effectTechnique = be.Techniques[0];
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EffectPassCollection effectPassCollection = effectTechnique.Passes;
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foreach (EffectPass pass in effectPassCollection)
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{
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pass.Apply();
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GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineStrip, vertposcol, 0, 4);
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}
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pb.End();
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*/
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base.Draw(gameTime);
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}
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}
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}
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