sneak/Shared/Camera.cs

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2.0 KiB
C#
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using Microsoft.Xna.Framework;
using System;
// Good background reading, eventually:
// https://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
namespace SemiColinGames {
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public class Camera {
// Screen size in pixels is 1920x1080 divided by 4.
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private Rectangle bbox = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
public int Width { get => bbox.Width; }
public int Height { get => bbox.Height; }
public int Left { get => bbox.Left; }
public int Top { get => bbox.Top; }
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public int Bottom { get => bbox.Bottom; }
public Point HalfSize { get => new Point(Width / 2, Height / 2); }
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private readonly Random random = new Random();
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private float shakeTime = 0.0f;
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public Matrix Projection {
get => Matrix.CreateOrthographicOffCenter(Left, Left + Width, Height + Top, Top, -1, 1);
}
public void Update(float modelTime, Player player, int worldWidth, int worldHeight) {
Vector2 pos = player.Position;
float xDiff = pos.X - bbox.Center.X;
float yDiff = pos.Y - bbox.Center.Y;
if (Math.Abs(xDiff) > 16) {
bbox.Offset((int) (xDiff * 0.1), 0);
}
if (player.StandingOnGround) {
bbox.Offset(0, (int) (yDiff * 0.1));
}
if (yDiff > 16) {
bbox.Offset(0, (int) (yDiff * 0.2));
}
if (bbox.Left < 0) {
bbox.Offset(-bbox.Left, 0);
}
if (bbox.Right > worldWidth) {
bbox.Offset(worldWidth - bbox.Right, 0);
}
if (bbox.Top < 0) {
bbox.Offset(0, -bbox.Top);
}
if (bbox.Bottom > worldHeight) {
bbox.Offset(0, worldHeight - bbox.Bottom);
}
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if (shakeTime > 0) {
shakeTime -= modelTime;
int x = random.Next(-4, 5);
int y = random.Next(-4, 5);
bbox.Offset(x, y);
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}
Debug.AddToast($"p: {pos.X}, {pos.Y} c: {bbox.Center.X}");
}
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public void Shake() {
shakeTime = 0.3f;
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}
}
}