Basic rendering with camera controls are functional.
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@@ -25,11 +25,11 @@ namespace SlatedGameToolkit.Tools.CommandSystem
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string[] args = new string[splitMessage.Length - 1];
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Array.Copy(splitMessage, 1, args, 0, splitMessage.Length - 1);
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if (!invocable.Execute(interactable, args)) {
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interactable.Tell(string.Format("The command \"{0}\" was recognized, but arguments were incorrect. Please refer to Please type \"help {0}\" for more information.", invocation));
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interactable.Tell(string.Format("The command \"{0}\" arguments were incorrect. Please refer to Please type \"help {0}\" for more information.", invocation));
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}
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return;
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}
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interactable.Tell(string.Format("The input \"{0}\" was not understood. Please type \"help\" for more information.", invocation));
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interactable.Tell(string.Format("The command \"{0}\" was not understood. Please type \"help\" for more information.", invocation));
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}
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}
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}
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@@ -21,7 +21,7 @@ namespace SlatedGameToolkit.Tools.Commands
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if (invocable == null) interactable.Tell("Unable to find command {0}. Please type \"help\" for more a list of commands.");
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StringBuilder builder = new StringBuilder();
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builder.AppendJoin(", ", invocable.GetInvokers());
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interactable.Tell("Possible aliases: " + builder.ToString() + ": ");
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interactable.Tell("Possible aliases: " + builder.ToString());
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interactable.Tell("Description: " + invocable.getDescription());
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interactable.Tell("Usage: " + invocable.getUsage(args.Length > 0 ? args[0] : null));
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} else {
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BIN
src/SlatedGameToolkit.Tools/Resources/Playground/filler.png
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src/SlatedGameToolkit.Tools/Resources/Playground/filler.png
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@@ -1,12 +1,13 @@
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using System;
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using System.Drawing;
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using System.Numerics;
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using SlatedGameToolkit.Framework.Exceptions;
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using SlatedGameToolkit.Framework.Graphics.Programs;
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using SDL2;
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using SlatedGameToolkit.Framework.Graphics.Render;
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using SlatedGameToolkit.Framework.Graphics.Shaders;
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using SlatedGameToolkit.Framework.Graphics.Render.Programs;
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using SlatedGameToolkit.Framework.Graphics.Textures;
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using SlatedGameToolkit.Framework.Graphics.Window;
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using SlatedGameToolkit.Framework.Input;
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using SlatedGameToolkit.Framework.Input.Devices;
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using SlatedGameToolkit.Framework.Loader;
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using SlatedGameToolkit.Framework.StateSystem;
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using SlatedGameToolkit.Framework.StateSystem.States;
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@@ -16,9 +17,8 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
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public class MainState : IState
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{
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private WindowContext window;
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private GLShaderProgram program;
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private Camera2D camera;
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private Renderer renderer;
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private MeshBatch renderer;
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private Texture texture;
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private Sprite2D sprite;
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@@ -36,10 +36,9 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
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public void Deinitialize()
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{
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window.Dispose();
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program.Dispose();
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texture.Dispose();
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renderer.Dispose();
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window.Dispose();
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}
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public string getName()
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@@ -50,25 +49,35 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
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public void Initialize(StateManager manager)
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{
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window = new WindowContext("SlatedGameToolkit Playground");
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camera = new Camera2D();
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camera.Width = window.WindowBoundaries.Width;
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camera.Height = window.WindowBoundaries.Height;
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camera.Position = new Vector2(camera.Width / 2, camera.Height / 2);
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program = new GLShaderProgram(new NormalVertexShader(), new NormalFragmentShader());
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renderer = new Renderer(camera, program);
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texture = new TextureLoader("Resources/Playground/yhdnbgnc.png").Load();
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camera = new Camera2D(2, 2);
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renderer = new MeshBatch(camera);
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texture = CommonLoaders.LoadTexture("Resources/Playground/yhdnbgnc.png", null);
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sprite = new Sprite2D(texture, Color.White);
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sprite.X = -0.5f;
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sprite.Y = -0.5f;
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}
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public void Render(double delta)
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{
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OpenGLErrorException.CheckGLErrorStatus();
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renderer.Queue(sprite, Matrix4x4.Identity);
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renderer.Render();
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renderer.Begin(Matrix4x4.Identity);
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renderer.Draw(sprite);
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renderer.End();
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}
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public void Update(double delta)
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{
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if (Keyboard.IsKeyPressed(SDL.SDL_Keycode.SDLK_DOWN)) {
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camera.Position += new Vector2(0, (float)(-0.5f * delta));
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}
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if (Keyboard.IsKeyPressed(SDL.SDL_Keycode.SDLK_UP)) {
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camera.Position += new Vector2(0, (float)(0.5f * delta));
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}
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if (Keyboard.IsKeyPressed(SDL.SDL_Keycode.SDLK_LEFT)) {
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camera.Position += new Vector2((float)(-0.5f * delta), 0);
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}
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if (Keyboard.IsKeyPressed(SDL.SDL_Keycode.SDLK_RIGHT)) {
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camera.Position += new Vector2((float)(0.5f * delta), 0);
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}
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}
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}
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}
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