using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Graphics; using System; namespace SemiColinGames { public sealed class SneakScene : IScene { const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f; private readonly Color backgroundColor = Color.CornflowerBlue; private readonly GraphicsDevice graphics; private readonly Camera camera; private readonly RenderTarget2D sceneTarget; private readonly BasicEffect basicEffect; private readonly SpriteBatch spriteBatch; private readonly SoundEffectInstance music; // Draw() needs to be called without IsRunningSlowly this many times before we actually // attempt to draw the scene. This is a workaround for the fact that otherwise the first few // frames can be really slow to draw. private int framesToSuppress = 2; public SneakScene(GraphicsDevice graphics, Camera camera) { this.graphics = graphics; this.camera = camera; sceneTarget = new RenderTarget2D( graphics, camera.Width, camera.Height, false /* mipmap */, graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); basicEffect = new BasicEffect(graphics) { World = Matrix.CreateTranslation(0, 0, 0), View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up), VertexColorEnabled = true }; spriteBatch = new SpriteBatch(graphics); music = SoundEffects.IntroMusic.CreateInstance(); music.IsLooped = true; music.Volume = 0.1f; } ~SneakScene() { Dispose(); } public void Dispose() { music.Stop(); music.Dispose(); sceneTarget.Dispose(); basicEffect.Dispose(); spriteBatch.Dispose(); GC.SuppressFinalize(this); } public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) { SneakWorld world = (SneakWorld) iworld; graphics.SetRenderTarget(null); graphics.Clear(backgroundColor); // Enable the scene after we've gotten enough non-slow frames. if (framesToSuppress > 0 && !isRunningSlowly) { framesToSuppress--; return; } // Draw scene to sceneTarget. graphics.SetRenderTarget(sceneTarget); graphics.Clear(backgroundColor); // Draw parallax backgrounds. spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height); float xScale = 1f / 16; // Changes with each layer (the layers further back scroll less). float yScale = 1f / 4; // Constant across all layers. for (int i = 0; i < Textures.Backgrounds.Length; i++) { Texture2D background = Textures.Backgrounds[i].Get; float yDiff = (world.Height - camera.Bottom) * yScale; float yOffset = background.Height - camera.Height - yDiff; Rectangle bgSource = new Rectangle( (int) (camera.Left * xScale), (int) yOffset, camera.Width, camera.Height); spriteBatch.Draw(background, bgTarget, bgSource, Color.White); xScale *= 2; } spriteBatch.End(); // Draw lines of sight. basicEffect.Projection = camera.Projection; world.LinesOfSight.Draw(graphics, basicEffect); // Set up transformation matrix for drawing world objects. Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0); spriteBatch.Begin( SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform); // Draw background tiles. world.DrawBackground(spriteBatch); // Draw player. world.Player.Draw(spriteBatch); // Draw foreground tiles. world.DrawForeground(spriteBatch); spriteBatch.End(); // Draw debug rects & lines on top. Debug.Draw(graphics, basicEffect); // Draw in-world UI on top of everything. spriteBatch.Begin( SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, null); for (int i = 0; i < world.Player.MaxHealth; i++) { Vector2 pos = new Vector2(16 + 15 * i, 8); if (world.Player.Health > i) { spriteBatch.Draw(Textures.Heart.Get, pos, new Rectangle(0, 0, 16, 16), Color.White); } else { spriteBatch.Draw(Textures.Heart.Get, pos, new Rectangle(16, 0, 16, 16), Color.White); } } if (paused) { string text = Strings.Paused; Vector2 position = Textures.BannerFont.CenteredOn(text, camera.HalfSize); Text.DrawOutlined(spriteBatch, Textures.BannerFont, text, position, Color.White); music.Pause(); } else { music.Play(); } spriteBatch.End(); // Get ready to draw sceneTarget to screen. graphics.SetRenderTarget(null); // 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); // Draw debug toasts. Debug.DrawToasts(spriteBatch); spriteBatch.End(); } } }