implemented new camera system.

This commit is contained in:
Harrison Deng 2019-02-06 12:47:44 -06:00
parent 2acdda2338
commit 0588cd0515
4 changed files with 57 additions and 12 deletions

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@ -4,35 +4,80 @@
<name>RecrownedAthenaeum</name>
</assembly>
<members>
<member name="T:RecrownedAthenaeum.Camera.Camera2D">
<member name="T:RecrownedAthenaeum.Camera.Camera">
<summary>
A virtual 2D camera.
A generic 3D camera.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera2D.Zoom">
<member name="F:RecrownedAthenaeum.Camera.Camera.zoom">
<summary>
Current zoom level.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera2D.Position">
<member name="F:RecrownedAthenaeum.Camera.Camera.position">
<summary>
Current position in the world.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera2D.Matrix">
<member name="F:RecrownedAthenaeum.Camera.Camera.lookAt">
<summary>
The matrix representing the zoom and position.
The place the 3D camera is looking at.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<member name="F:RecrownedAthenaeum.Camera.Camera.upDirection">
<summary>
The direction up is for the 3D camera.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera.worldMatrix">
<summary>
The transform matrix representing the world (rotation and translations of the original world).
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera.ViewMatrix">
<summary>
The view matrix that describes where the camera looks.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera.projectionMatrix">
<summary>
The projection matrix.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera.TransformationMatrix">
<summary>
The final transformation matrix.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera.graphicsDevice">
<summary>
The graphics device used
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
Constructs 2D camera.
</summary>
<param name="graphicsDevice">The graphics device to use. Will use graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device manager if this is null which it is by default.</param>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.Update">
<member name="M:RecrownedAthenaeum.Camera.Camera.Apply">
<summary>
Applies any changes made to the properties of this camera and updates to new dimensions of viewport specified by the graphics device.
Applies the changes to the fields and properties of the camera.
</summary>
</member>
<member name="T:RecrownedAthenaeum.Camera.Camera2D">
<summary>
A virtual 2D camera that wraps the normal <see cref="T:RecrownedAthenaeum.Camera.Camera"/>. Default projection is orthographic.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera2D.Position">
<summary>
The 2D position.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.#ctor">
<summary>
A 2D camera from the generic <see cref="T:RecrownedAthenaeum.Camera.Camera"/>.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.LinearInterpolationToPosition(System.Single,Microsoft.Xna.Framework.Vector2,System.Single)">

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@ -142,7 +142,6 @@ namespace RhythmBullet
screenManager.UpdateCurrentScreen(gameTime, CheckReadyForInitiate());
InputUtilities.Update();
Camera.Update();
base.Update(gameTime);
}
@ -173,6 +172,7 @@ namespace RhythmBullet
private void PostResize()
{
graphics.ApplyChanges();
Camera.Apply();
screenManager.PostResize();
}

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@ -39,6 +39,7 @@ namespace RhythmBullet.Screens.MainMenu
public override void ApplySize(int width, int height)
{
title.Scale = (width - 40) / title.Texture.Width;
title.CenterOrigin();
title.bounds.X = (int)(width / 2f);
title.bounds.Y = (int)(height / 2f);
@ -47,12 +48,11 @@ namespace RhythmBullet.Screens.MainMenu
public override void Draw(SpriteBatch batch)
{
base.Draw(batch);
primitiveBatch.Begin(PrimitiveType.LineList);
primitiveBatch.AddVertex(new Vector2(20, 20), Color.Red);
primitiveBatch.AddVertex(new Vector2(50, 60), Color.Red);
primitiveBatch.End();
base.Draw(batch);
}
}
}