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