using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; namespace SemiColinGames { public class SneakGame : Game { const int TARGET_FPS = 60; const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS; readonly GraphicsDeviceManager graphics; RenderTarget2D sceneTarget; RenderTarget2D lightingTarget; BasicEffect lightingEffect; SpriteBatch spriteBatch; SpriteFont font; bool fullScreen = false; bool paused = false; IDisplay display; readonly History input = new History(2); readonly FpsCounter fpsCounter = new FpsCounter(); readonly Timer updateTimer = new Timer(TARGET_FRAME_TIME / 2.0, "UpdateTimer"); readonly Timer drawTimer = new Timer(TARGET_FRAME_TIME / 2.0, "DrawTimer"); // 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. int framesToSuppress = 2; Texture2D grasslandBg1; Texture2D grasslandBg2; Player player; World world; readonly Camera camera = new Camera(); public SneakGame() { graphics = new GraphicsDeviceManager(this) { SynchronizeWithVerticalRetrace = true, GraphicsProfile = GraphicsProfile.HiDef }; IsFixedTimeStep = true; TargetElapsedTime = TimeSpan.FromSeconds(TARGET_FRAME_TIME); IsMouseVisible = true; Content.RootDirectory = "Content"; } // Performs initialization that's needed before starting to run. protected override void Initialize() { display = (IDisplay) Services.GetService(typeof(IDisplay)); display.Initialize(Window, graphics); display.SetFullScreen(fullScreen); Debug.Initialize(GraphicsDevice); sceneTarget = new RenderTarget2D( GraphicsDevice, camera.Width, camera.Height, false /* mipmap */, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); lightingTarget = new RenderTarget2D( GraphicsDevice, camera.Width, camera.Height, false /* mipmap */, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); lightingEffect = new BasicEffect(GraphicsDevice); lightingEffect.World = Matrix.CreateTranslation(0, 0, 0); lightingEffect.View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up); lightingEffect.VertexColorEnabled = true; RasterizerState rasterizerState = new RasterizerState() { CullMode = CullMode.None }; GraphicsDevice.RasterizerState = rasterizerState; base.Initialize(); } // Called once per game. Loads all game content. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load("font"); player = new Player(Content.Load("Ninja_Female")); world = new World(Content.Load("grassland"), Levels.ONE_ONE); grasslandBg1 = Content.Load("grassland_bg1"); grasslandBg2 = Content.Load("grassland_bg2"); } // Called once per game. Unloads all game content. protected override void UnloadContent() { updateTimer.DumpStats(); drawTimer.DumpStats(); } // Updates the game world. protected override void Update(GameTime gameTime) { updateTimer.Start(); input.Add(new Input(GamePad.GetState(PlayerIndex.One), Keyboard.GetState())); if (input[0].Exit) { Exit(); } if (input[0].Pause && !input[1].Pause) { paused = !paused; } if (input[0].FullScreen && !input[1].FullScreen) { fullScreen = !fullScreen; display.SetFullScreen(fullScreen); } Debug.Clear(paused); if (input[0].Debug && !input[1].Debug) { Debug.Enabled = !Debug.Enabled; } if (!paused) { float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds; Clock.AddModelTime(modelTime); player.Update(modelTime, input, world.CollisionTargets); camera.Update(player.Position, world.Width); } base.Update(gameTime); updateTimer.Stop(); } // Called when the game should draw itself. protected override void Draw(GameTime gameTime) { drawTimer.Start(); if (framesToSuppress > 0 && !gameTime.IsRunningSlowly) { framesToSuppress--; } // We need to update the FPS counter in Draw() since Update() might get called more // frequently, especially when gameTime.IsRunningSlowly. fpsCounter.Update(); string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " + $"{fpsCounter.Fps} FPS"; if (paused) { fpsText += " (paused)"; } Debug.SetFpsText(fpsText); // Draw scene to sceneTarget. GraphicsDevice.SetRenderTarget(sceneTarget); GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); // Draw background. Rectangle bgSource = new Rectangle( (int) (camera.Left * 0.25), 0, camera.Width, camera.Height); Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height); spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, Color.White); bgSource = new Rectangle( (int) (camera.Left * 0.5), 0, camera.Width, camera.Height); spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White); spriteBatch.End(); // 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 player. player.Draw(spriteBatch); // Draw foreground tiles. world.Draw(spriteBatch); // Draw debug rects & lines. Debug.Draw(spriteBatch); // Aaaaand we're done. spriteBatch.End(); // Draw lighting to lightingTarget. GraphicsDevice.SetRenderTarget(lightingTarget); GraphicsDevice.Clear(new Color(0, 0, 0, 0f)); lightingEffect.Projection = camera.Projection; DrawFov(); // Draw sceneTarget to screen. GraphicsDevice.SetRenderTarget(null); GraphicsDevice.Clear(Color.CornflowerBlue); if (framesToSuppress == 0) { spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone); Rectangle drawRect = new Rectangle( 0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); spriteBatch.Draw(sceneTarget, drawRect, Color.White); spriteBatch.Draw(lightingTarget, drawRect, Color.White); // Draw debug toasts. Debug.DrawToasts(spriteBatch, font); spriteBatch.End(); } base.Draw(gameTime); drawTimer.Stop(); } private void DrawFov() { // TODO: DrawIndexedPrimitives Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f)); Vector2 eyePos = player.EyePosition; int numConePoints = 60; // TODO: don't new[] every frame. VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints]; float visionRange = 150; float visionRangeSq = visionRange * visionRange; float fov = FMath.DegToRad(120); float fovStep = fov / (numConePoints - 1); Vector2 ray = new Vector2(visionRange * player.GetFacing, 0); if (player.GetPose == Player.Pose.Stretching) { ray = ray.Rotate(player.GetFacing * FMath.DegToRad(-30)); } if (player.GetPose == Player.Pose.Crouching) { ray = ray.Rotate(player.GetFacing * FMath.DegToRad(30)); } for (int i = 0; i < conePoints.Length; i++) { float angle = -fov / 2 + fovStep * i; Vector2 rotated = ray.Rotate(angle); Vector2 closestHit = Vector2.Add(eyePos, rotated); float hitTime = 1f; Vector2 halfTileSize = new Vector2(World.TileSize / 2.0f, World.TileSize / 2.0f); for (int j = 0; j < world.CollisionTargets.Length; j++) { AABB box = world.CollisionTargets[j]; if (Math.Abs(box.Position.X - player.Position.X) > visionRange + halfTileSize.X) { continue; } Vector2 delta = Vector2.Add(halfTileSize, Vector2.Subtract(box.Position, eyePos)); if (delta.LengthSquared() > visionRangeSq) { continue; } Hit? maybeHit = box.IntersectSegment(eyePos, rotated); if (maybeHit != null) { Hit hit = maybeHit.Value; if (hit.Time < hitTime) { hitTime = hit.Time; closestHit = hit.Position; } } } float tint = 0.6f - hitTime / 2; Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint)); conePoints[i] = new VertexPositionColor(new Vector3(closestHit, 0), tinted); } // TODO: don't new[] every frame. VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3]; VertexPositionColor eyeVertex = new VertexPositionColor(new Vector3(eyePos, 0), color); for (int i = 0; i < numConePoints - 1; i++) { vertices[i * 3] = eyeVertex; vertices[i * 3 + 1] = conePoints[i]; vertices[i * 3 + 2] = conePoints[i + 1]; } VertexBuffer vertexBuffer = new VertexBuffer( GraphicsDevice, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertices); GraphicsDevice.SetVertexBuffer(vertexBuffer); foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3); } } } }