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Render backgrounds from back-to-front in an array.

GitOrigin-RevId: 1f4ca760d4
master
Colin McMillen 4 years ago
parent
commit
b06155aa88
  1. 34
      Shared/Scene.cs
  2. 14
      Shared/Textures.cs

34
Shared/Scene.cs

@ -44,36 +44,22 @@ namespace SemiColinGames {
return;
}
// Draw scene to sceneTarget.
graphics.SetRenderTarget(sceneTarget);
graphics.Clear(backgroundColor);
// Draw scene to sceneTarget.
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
// Draw background.
// We assume that all backgrounds are the same size; if not, the computation of yOffset needs
// to be computed separately for every background.
int yOffset = Textures.Background1.Height - camera.Height - 64;
Color bgBlend = Color.FromNonPremultiplied(new Vector4(1, 1, 1, 1));
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
Rectangle bgSource = new Rectangle(
(int) (camera.Left * 1f / 16), yOffset, camera.Width, camera.Height);
spriteBatch.Draw(Textures.Background1, bgTarget, bgSource, bgBlend);
bgSource = new Rectangle(
(int) (camera.Left * 1f / 8), yOffset, camera.Width, camera.Height);
spriteBatch.Draw(Textures.Background2, bgTarget, bgSource, bgBlend);
bgSource = new Rectangle(
(int) (camera.Left * 1f / 4), yOffset, camera.Width, camera.Height);
spriteBatch.Draw(Textures.Background3, bgTarget, bgSource, bgBlend);
bgSource = new Rectangle(
(int) (camera.Left * 1f / 2), yOffset, camera.Width, camera.Height);
spriteBatch.Draw(Textures.Background4, bgTarget, bgSource, bgBlend);
float xScale = 1f / 16;
for (int i = 0; i < Textures.Backgrounds.Length; i++) {
int yOffset = Textures.Backgrounds[i].Height - camera.Height - 24;
Rectangle bgSource = new Rectangle(
(int) (camera.Left * xScale), yOffset, camera.Width, camera.Height);
spriteBatch.Draw(Textures.Backgrounds[i], bgTarget, bgSource, Color.White);
xScale *= 2;
}
spriteBatch.End();
// Set up transformation matrix for drawing world objects.

14
Shared/Textures.cs

@ -6,10 +6,8 @@ namespace SemiColinGames {
public static Texture2D Player;
public static Texture2D Background1;
public static Texture2D Background2;
public static Texture2D Background3;
public static Texture2D Background4;
// Backgrounds are indexed by draw order; the first element should be drawn furthest back.
public static Texture2D[] Backgrounds = new Texture2D[4];
public static Texture2D Cemetery;
public static Texture2D Crypt;
@ -27,10 +25,10 @@ namespace SemiColinGames {
public static void Load(ContentManager content) {
Player = content.Load<Texture2D>("sprites/ccg/ninja_female");
Background1 = content.Load<Texture2D>("backgrounds/szadiart/pf4/background1_day");
Background2 = content.Load<Texture2D>("backgrounds/szadiart/pf4/background2a_day");
Background3 = content.Load<Texture2D>("backgrounds/szadiart/pf4/background3_day");
Background4 = content.Load<Texture2D>("backgrounds/szadiart/pf4/background4_day");
Backgrounds[0] = content.Load<Texture2D>("backgrounds/szadiart/pf4/background1_day");
Backgrounds[1] = content.Load<Texture2D>("backgrounds/szadiart/pf4/background2a_day");
Backgrounds[2] = content.Load<Texture2D>("backgrounds/szadiart/pf4/background3_day");
Backgrounds[3] = content.Load<Texture2D>("backgrounds/szadiart/pf4/background4_day");
Cemetery = content.Load<Texture2D>("tiles/anokolisa/cemetery");
Crypt = content.Load<Texture2D>("tiles/anokolisa/crypt");

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