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TreeScene: draw a triangle

main
Colin McMillen 4 years ago
parent
commit
df436f8c32
  1. 8
      Shared/SneakGame.cs
  2. 33
      Shared/TreeScene.cs

8
Shared/SneakGame.cs

@ -64,11 +64,11 @@ namespace SemiColinGames {
private void LoadLevel() {
world?.Dispose();
world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
// world = new TreeWorld();
// world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
world = new TreeWorld();
scene?.Dispose();
scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
// scene = new TreeScene(GraphicsDevice);
// scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
scene = new TreeScene(GraphicsDevice);
GC.Collect();
GC.WaitForPendingFinalizers();

33
Shared/TreeScene.cs

@ -6,12 +6,28 @@ using System;
namespace SemiColinGames {
public sealed class TreeScene : IScene {
readonly Color backgroundColor = Color.SkyBlue;
const int MAX_LINE_VERTICES = 4;
readonly GraphicsDevice graphics;
private readonly Color backgroundColor = Color.SkyBlue;
private readonly GraphicsDevice graphics;
private readonly BasicEffect basicEffect;
private VertexPositionColor[] lineVertices;
private VertexBuffer vertexBuffer;
public TreeScene(GraphicsDevice graphics) {
this.graphics = graphics;
basicEffect = new BasicEffect(graphics) {
World = Matrix.CreateTranslation(0, 0, 0),
View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up),
VertexColorEnabled = true
};
basicEffect.Projection = Matrix.CreateOrthographicOffCenter(0, 1920, 1080, 0, -1, 1);
lineVertices = new VertexPositionColor[MAX_LINE_VERTICES];
vertexBuffer = new VertexBuffer(
graphics, typeof(VertexPositionColor), MAX_LINE_VERTICES, BufferUsage.WriteOnly);
}
~TreeScene() {
@ -19,11 +35,24 @@ namespace SemiColinGames {
}
public void Dispose() {
vertexBuffer.Dispose();
GC.SuppressFinalize(this);
}
public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
graphics.Clear(backgroundColor);
lineVertices[0] = new VertexPositionColor(new Vector3(100, 100, 0), Color.Black);
lineVertices[1] = new VertexPositionColor(new Vector3(300, 200, 0), Color.Black);
lineVertices[2] = new VertexPositionColor(new Vector3(200, 200, 0), Color.Black);
lineVertices[3] = new VertexPositionColor(new Vector3(100, 100, 0), Color.Black);
graphics.SetVertexBuffer(vertexBuffer);
vertexBuffer.SetData(lineVertices);
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) {
pass.Apply();
graphics.DrawPrimitives(PrimitiveType.LineStrip, 0, 3 /* num lines */);
}
}
}
}
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