add Spider game
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96
Shared/SpiderScene.cs
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96
Shared/SpiderScene.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class SpiderScene : IScene {
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
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private readonly Color letterboxColor = Color.Blue;
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private readonly Color backgroundColor = Color.Black;
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private readonly GraphicsDevice graphics;
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private readonly RenderTarget2D sceneTarget;
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private readonly SpriteBatch spriteBatch;
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private readonly BasicEffect basicEffect;
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public SpiderScene(GraphicsDevice graphics, Point worldSize) {
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this.graphics = graphics;
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sceneTarget = new RenderTarget2D(
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graphics, worldSize.X, worldSize.Y, false /* mipmap */,
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graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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spriteBatch = new SpriteBatch(graphics);
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basicEffect = new BasicEffect(graphics) {
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World = Matrix.CreateTranslation(0, 0, 0),
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View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up),
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VertexColorEnabled = true
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};
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}
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~SpiderScene() {
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Dispose();
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}
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public void Dispose() {
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sceneTarget.Dispose();
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spriteBatch.Dispose();
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basicEffect.Dispose();
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GC.SuppressFinalize(this);
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}
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public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
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SpiderWorld world = (SpiderWorld) iworld;
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// Draw scene to sceneTarget.
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graphics.SetRenderTarget(sceneTarget);
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graphics.Clear(backgroundColor);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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foreach (SpiderWorld.Anchor anchor in world.Anchors) {
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anchor.Draw(spriteBatch);
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}
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world.Player.Draw(spriteBatch);
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// Finish drawing sprites.
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spriteBatch.End();
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// Get ready to draw sceneTarget to screen.
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graphics.SetRenderTarget(null);
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graphics.Clear(letterboxColor);
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// Letterbox the scene if needed.
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float aspectRatio = 1.0f * graphics.Viewport.Width / graphics.Viewport.Height;
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Rectangle drawRect;
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if (aspectRatio > DESIRED_ASPECT_RATIO) {
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// Need to letterbox the sides.
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int desiredWidth = (int) (graphics.Viewport.Height * DESIRED_ASPECT_RATIO);
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int padding = (graphics.Viewport.Width - desiredWidth) / 2;
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drawRect = new Rectangle(padding, 0, desiredWidth, graphics.Viewport.Height);
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} else {
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// Need to letterbox the top / bottom.
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int desiredHeight = (int) (graphics.Viewport.Width / DESIRED_ASPECT_RATIO);
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int padding = (graphics.Viewport.Height - desiredHeight) / 2;
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drawRect = new Rectangle(0, padding, graphics.Viewport.Width, desiredHeight);
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}
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// Actually draw to screen.
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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spriteBatch.Draw(sceneTarget, drawRect, Color.White);
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// Draw debug toasts.
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Debug.DrawToasts(spriteBatch);
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spriteBatch.End();
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}
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}
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}
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83
Shared/SpiderWorld.cs
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83
Shared/SpiderWorld.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class SpiderWorld : IWorld {
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public class Spider {
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public TextureRef Texture = Textures.Yellow2;
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public Vector2 Position;
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private Vector2 anchor;
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private float radius;
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private float angle;
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private float momentum = -400; // radians / second * pixels
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public Spider(float x, float y, float radius, float angle) {
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Position = new Vector2();
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anchor = new Vector2(x, y);
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this.angle = angle;
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this.radius = radius;
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}
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public void Update(float modelTime, History<Input> input) {
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radius += 100 * modelTime * input[0].Motion.Y;
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radius = Math.Clamp(radius, 10, 300);
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float angleChange = modelTime * momentum / radius;
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angle += angleChange;
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float x = anchor.X + radius * (float) Math.Sin(angle);
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float y = anchor.Y + radius * (float) Math.Cos(angle);
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Position.X = x;
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Position.Y = y;
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}
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public void Draw(SpriteBatch spriteBatch) {
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Texture2D texture = Texture.Get;
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Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2);
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter));
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spriteBatch.Draw(texture, drawPos, Color.White);
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}
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}
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public class Anchor {
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public TextureRef Texture = Textures.Blue1;
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public Vector2 Position;
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public Anchor(float x, float y) {
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Position = new Vector2(x, y);
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}
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public void Draw(SpriteBatch spriteBatch) {
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Texture2D texture = Texture.Get;
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Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2);
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter));
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spriteBatch.Draw(texture, drawPos, Color.White);
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}
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}
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public readonly Rectangle Bounds;
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public Spider Player;
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public ProfilingList<Anchor> Anchors;
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public SpiderWorld() {
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Bounds = new Rectangle(0, 0, 1280, 720);
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Player = new Spider(1280 / 2, 720 / 2, 200, 0);
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Anchors = new ProfilingList<Anchor>(100, "anchors");
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Anchors.Add(new Anchor(1280 / 2, 720 / 2));
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}
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~SpiderWorld() {
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Dispose();
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}
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public void Dispose() {
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GC.SuppressFinalize(this);
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}
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public void Update(float modelTime, History<Input> input) {
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Player.Update(modelTime, input);
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}
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}
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}
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