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using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic;
namespace SemiColinGames { public sealed class ShmupScene : IScene {
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
private readonly Color letterboxColor = Color.DarkSlateBlue; private readonly Color backgroundColor = Color.Black;
private readonly GraphicsDevice graphics; private readonly RenderTarget2D sceneTarget; private readonly SpriteBatch spriteBatch;
public ShmupScene(GraphicsDevice graphics, Point worldSize) { this.graphics = graphics;
sceneTarget = new RenderTarget2D( graphics, worldSize.X, worldSize.Y, false /* mipmap */, graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); spriteBatch = new SpriteBatch(graphics); }
~ShmupScene() { Dispose(); }
public void Dispose() { sceneTarget.Dispose(); spriteBatch.Dispose(); GC.SuppressFinalize(this); }
public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) { ShmupWorld world = (ShmupWorld) iworld;
// Draw scene to sceneTarget.
graphics.SetRenderTarget(sceneTarget); graphics.Clear(backgroundColor);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone);
// Draw player.
Texture2D playerTexture = world.Player.Texture.Get; Vector2 spriteCenter = new Vector2(playerTexture.Width / 2, playerTexture.Height / 2); Vector2 drawPos = Vector2.Floor(Vector2.Subtract(world.Player.Position, spriteCenter)); spriteBatch.Draw(playerTexture, drawPos, Color.White);
// Draw shots.
foreach (ShmupWorld.Shot s in world.Shots) { Texture2D texture = s.Texture.Get; Vector2 center = new Vector2(texture.Width / 2, texture.Height / 2); spriteBatch.Draw(texture, Vector2.Floor(Vector2.Subtract(s.Position, center)), Color.White); }
// Finish drawing sprites.
spriteBatch.End();
// Get ready to draw sceneTarget to screen.
graphics.SetRenderTarget(null); graphics.Clear(letterboxColor);
// Letterbox the scene if needed.
float aspectRatio = 1.0f * graphics.Viewport.Width / graphics.Viewport.Height; Rectangle drawRect; if (aspectRatio > DESIRED_ASPECT_RATIO) { // Need to letterbox the sides.
int desiredWidth = (int) (graphics.Viewport.Height * DESIRED_ASPECT_RATIO); int padding = (graphics.Viewport.Width - desiredWidth) / 2; drawRect = new Rectangle(padding, 0, desiredWidth, graphics.Viewport.Height); } else { // Need to letterbox the top / bottom.
int desiredHeight = (int) (graphics.Viewport.Width / DESIRED_ASPECT_RATIO); int padding = (graphics.Viewport.Height - desiredHeight) / 2; drawRect = new Rectangle(0, padding, graphics.Viewport.Width, desiredHeight); }
// Actually draw to screen.
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone); spriteBatch.Draw(sceneTarget, drawRect, Color.White); spriteBatch.End(); } } }
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